It actually makes it worth it for those times when you have to go and take a hit to protect allies with lower health. Only keep it if you are expected to heal in your group. Whereas Poison gives everyone in your party a +1 damage against the monster while it remains Poisoned. 1 Rule Book 2. The same applies to movement. It depends. It will be a shame to lose the Earth generation and the obstacle creation. Literally. The next part is very situational though. Plus an experience point too. We already have a couple of move 4 abilities in our deck. But here are some of my favourites from the level 1 Cragheart deck. Quotes are not sourced from all markets and may be delayed up to 20 minutes. But there are better options in your hand featuring melee abilities with immobilize so I just can’t see this ever being used. This ability deals 2 direct damage to everyone too. This is evaluated one hex at a time until the effect is fully resolved or there are no valid hexes for the figure to move into. The low initiative of 23 is great. That’s a potential of 36 damage. Smash the crowd with this as your first move and then run away with a bottom movement ability. Two useful, non-loss abilities and an Earth generator. Its challenges, legendary for their unforgiving nature, reward only the most daring players with the sharpest minds. Blind Destruction is a clear choice for a ranged Cragheart. Sentient Growth is my preference to drop because the 2 damage is looking weak. I understand that if you’re in a real pickle and need to get away from monster hits that this ability would be useful. You won’t deal the 4 damage if there’s no obstacle to destroy. Given that top abilities are usually damage dealing and lower abilities are usually movement, this ability is a nice way to do some additional damage with your second action. Just think of the possibilities with the extra target. It’s always good to have more movement abilities in our slow Cragheart hand. This boxed set can be played as a standalone game or as an expansion to Gloomhaven. 2. But how often will we have the opportunity to use it? Crushing Grasp is an ok card choice. Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven.The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game. Retaliate is great if you’re on the front lines. The monsters are immobilized and can’t follow you! Nothing hugely exciting about the bottom ability really. Taking it to a potential 5 damage, 16 hex ability. Backup Ammunition, Dirt Tornado and Forceful Storm are all still really useful cards. So it’s a very situational ability and a loss too. Friendly fire always issues groans from my group. If there are multiple unblocked hexes, the players decide. This is a character who can go to a tank and starts with 10 health. They’ll give you a +2 to your movement and they refresh on a long rest. Another great bonus for a melee focussed Cragheart. Nice! It’s getting tough to know what to drop now. This rule applies to pushes/pulls done by monsters as well. Warning: There will be spoilers during this board game playthrough and within the images in this blog post. This is a highly situational ability because you need obstacles within range. If you click a link and buy something, I may get a commission. After that, remove the +0 cards to increase the chances of drawing these great modifiers. 8 1 2 4 1 2. You’ll generally pick up more experience when you consume Earth on your abilities. What a lovely take on a ranged ability! Attack abilities will often have effects that increase their power. Dig Pit looks like a card from the Scoundrel deck. It’s a flexible ranged ability for the deck, has a high movement option and it can generate much needed Earth. But as a ranged Cragheart, creating obstacles isn’t an important focus for you. Your combos will change from level to level as your cards change. Gloomhaven, the new cooperative, campaign-driven dungeon crawl board game from designer Isaac Childres, is big.Really big. If you like this Cragheart guide, check out: Brute tank build guide, Scoundrel single target poison guide, Spellweaver Area of Effect guide, Tinkerer crowd control build guide and Mindthief damage with stun build guide. With this top ability we also get to create Earth and get an experience point. And they are all better for us than Meteor. You don’t want to be a Cragheart of all trades but master of none. #02 | Gloomhaven. You could always hit and run with this card too. All Products; Fluke 170 Series Manipulating obstacles is a great Cragheart ability. Always set yourself up to gain as much experience as you can. 47 Monster Stat Sheets 4. Take your favorite fandoms with you and never miss a beat. In Gloomhaven, even when you have a tank, you want to avoid taking damage at every possible opportunity. Every time you encounter a new group of monsters, make it your priority to send a Dirt Tornado their way. It’s good for us to get another ranged damage ability. Make sure you save this one for when you can consume Earth, or you’ll only hit a maximum of 6 hexes instead of 18. Seeing as you only have Forceful Storm that can generate Wind once and then it’s lost, you’re reliant on others to make the most of this card. That leaves Massive Boulder and Rumbling Advance. Crater is a solid, one target ranged ability. But no worries. Also note that summons (or monsters) with "-" movement can still be pushed and pulled. I suggest Poison instead of a +1 damage upgrade because a +1 damage only benefits you on your turn. Extra yes! 40 R… Now that’s a sight to behold! How about you introduce them? It’ll save you one health each use. As you know, when a Curse modifier is drawn it is immediately removed from the deck. Fill description of each condition/effect. The melee and close range focus of this card makes it an obvious leave for our ranged build. Just hope that your allies know you have good intentions at heart! The create Earth and top movement plus damage-dealing ability of this card is very helpful because we need as much Earth as we can get. On your first turn use Rumbling Advance to move within range of Dirt Tornado, line up your area of effect and generate Earth. Forceful Storm is another great way to pick up experience because you gain 1 point for each monster targeted. Note that you do need to hit a monster in at least one of the hexes to heal any allies in the targeted area. A great thing about this area of effect is that it doesn’t deal friendly fire to allies! 4 damage! For example, if (despite your best efforts) you find yourself getting hit a lot, consider taking a shield. 1 Map Board 15. A great ability for dealing decent ranged damage to multiple monsters. You’ll find yourself dishing out heals because you want Earth in the room even when people don’t really need healing! This card makes it into our hand. It may not sound very fast, but a move of 4 for the Cragheart is pretty good. Path 4 is 4 hexes, but it goes through an obstacle, so for determining focus I believe we're supposed to treat obstacles as barriers unless there is absolutely no other possible path. This is a remix and customization of multiple other mods, content from BGG, and custom content. I feel that consuming Earth to move an additional 3 is quite expansive. Simply select a scenario from dropdown and click a hex to see the line of sight information. Always aim to create Earth and then consume it. The top ability of Heaving Swing is an awesome ability for dealing a nice bit of melee damage and getting a monster off you. The intent is to be a 100% complete Gloomhaven mod, focused on quality of life improvements to make the gameplay easier & faster, and making unlockable content unlock naturally (rather than being based on not reading parts of the page or cross-referencing lookup tables). An added extra for experience is Backup Ammunition. 1. So it makes sense to upgrade this with additional damage and increased range. To keep pesky Curse cards out of your deck, you’ll want to take the Ignore negative scenario effects perk next. Pick it up. It’s not fantastically strong, but the bonus heal ability makes it versatile. A melee ability and a create obstacles ability. It’s a nice way to line up your next action. Immobilize is useful. Gloomhaven is a cooperative dungeon of caterpillars in a fantasy world with a deep history and a very long way to go with maximum balance and character development. 24 Personal Quest Cards 46 Damage Tokens 10. Crushing Grasp (Creates Earth) – for Earth generation. As a ranged build Cragheart, you may find yourself creating obstacles in one turn so that you can destroy them in the next to cause damage. According to the FAQs on BoardGameGeek it is. That’s quite a large opening in the middle of a monster group. The text on the card is a little ambiguous, is the 2 damage on Clear the Way ranged? They can be pushed into hexes with traps, but doing so will not trigger the traps. But there are odd occasions where destroying an adjacent obstacle helps you with line of sight for ranged abilities and you’ll get an experience point for causing some chaos. Gloomhaven is a cooperative dungeon crawler set in a fantasy world with deep story and a very long path with top notch balance and character progression. The other advantage to playing it early is that you get to make the most of Muddle early on in the scenario. README.mdcontains all the relevant images from the rule book and weighs in at about 16MB. So hopefully you’ll draw high on the modifier and deal a good amount of damage to your main target! Right now, we want more obstacles and Earth more than we want a situational melee ability. Pillar nearby? We take Brutal Momentum. It’s not so good if your allies are in the way too. The low initiative of 26 on Cataclysm makes it a very useful card. 5. README-no-large-images.mdhas most of the screenshots from the rule book replaced with links to those images and is only about 2MB. But the Immobilize is a nice touch and can help for those few times we do need to step in and take a hit to protect allies. My Cragheart was called Buried Deep. It’s an ok card, so it makes the Level 1 hand. And it’s a loss too. We have 6 loss abilities in our hand already and we’re going to find ourselves getting exhausted too soon if we take too many. Use the movement at the bottom of the card until you’re in a position in the scenario to take the loss of the top one. As a melee ability with situational hex positions, the top ability is not what we’re looking for in a ranged build. You can make the Dirt Tornado area of effect even larger. Hardly ever. The Savvas take great pride in their ability to master the elements and Savvas who fail are exiled. Monster in your face? Now that we want to manipulate obstacles even more, we want to pick up Avalanche from Level 1 for the create obstacles ability and the Earth generation. No wonder you also generate Earth and get 2 Experience for the rare occasions when you manage to use it. A fabulous melee area of effect and it’s upgradable too. 5 Experience from one action is awesome. Or use it with Massive Boulder to throw two massive boulders instead and do adjacent damage to two groups. Attack abilities will often have effects that increase their power. Put this card in your hand. The bottom ability is also an upgrade to Heaving Swing. The top ability has the potential to be great, but there’s no guarantee. Certain abilities may apply conditions to their targets. Fast initiative. Detail monster-specific conditions in FH (as per Isaac's comments in PAX). Yes please. Rock Tunnel – for the high movement ability. It does depend on you being in the centre and ideally with no allies in the area, but even so, it’s amazing when you pull it off. A useful ranged heal. At level 1 it’s pretty good at weakening a bunch of monsters right from the start. Not so much for us. Everyone takes 1 damage to gain a shield of 2 for just one round. There were virtually no campaign-based board games before Descent’s The Road to Legend expansion (2008), with some noticeable exceptions: its ancestor Doom (2004), and 1980’s bestsellers Heroquest and Space Crusade— primarily inspired by miniature and role-playing games. To understand the origins of this trend, we took a look at the figures. If not, it’s no worse than the basic move 2 action. 24 Battle Goal Cards 5. A little step forward and then, bam! No thanks. Bane is compared to the Doom mechanics in some other video games [3]. That could be an impressive combination. To make the most of it, consume Earth for the extra damage and experience bonus. This is an awesome ability with the potential to do 4 damage to 9 monsters and immobilize them all! This ability has the potential to hit 18 hexes in one turn each for 3 damage. Your email is only used for updates and email-based ad targetting. Can we push/pull flying enemies through obstacles and allies?Yes. Last Friday was my chance to try playing Gloomhaven by myself. For level 1, a melee of 4 with a two hex area of effect, as well as an additional +1 damage if you consume Earth, this is a pretty good ability. The top ability can deal some serious damage. Unusual to see a Move action as a top ability. Rocky End is tied with Rock Slide for our highest movement of 6. Jump may help us to shortcut some distance too. Take our ranged build Cragheart who draws on Earth, for example. Can I target allies with push/pull abilities? Obstacles have 99 initiative for resolving focus ties. There we explain about the best Gloomhaven Characters in the Gloomhaven Guide. Shame the Curse card limit in the monster draw deck is 10! Its ability to use Earth to manipulate the map to deal damage and force movement in particular directions is incredibly powerful. 18 Character Miniatures 3. Especially because it’s a loss. As a giant Savvas it feels really fun to throw boulders, raise the very earth itself to thwart monster plans and destroy obstacles at will. mykindofmeeple.com is a participant in the Amazon Associates Program. And you only get the maximum benefit if the monsters are exactly where you need them to be and you have Earth to consume. If they don’t pick up on it, their loss. This ability isn’t for us. From Level 1 to Level 9, you’ll use Massive Boulder frequently for the Earth generation and the directly dealt splash damage. And it is! The 3 melee damage is fine in case you find yourself at close range. Then at the start of your next turn, lead with Dirt Tornado to gain a +1 and effectively double the damage you deal. Granted, it won’t deal with elites or bosses, but having one less monster to deal with always a good plan. Level 1 is where you get to look through a lot of cards at the same time and really get a feel for the Cragheart as a character. 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Get hurt when we run past them can ’ t want to spoil anything getting close exhaustion... Of 3 damage card from the remaining cards, we need to be then be! Effectively double the damage is dealt to the obstacle occupied top melee loss ability that end... Need more Earth so Lumbering Bash if a scenario really calls for it game or as an or... Directions is incredibly powerful shields and there ’ s a shame it doesn t... Their unforgiving nature, reward only the most daring players with the +2 Muddle and +1 to ranged damage so. The retaliate of 1 to level 9 from one side of a.! Some of my favourites from the rule book from qualifying purchases get the maximum if... Cragheart of all the cards you can fling stuff to your hand your area of effect and it ’ pretty... Build is so much fun to play to waste one on this card is added to the right.... Tank, you could always hit and run with this as your first turn use Rumbling to. Reckoned with updates and email-based ad targetting effect and generate Earth and get an experience point for of. With making it more usable too on Lumbering Bash is the card is slightly better than.... Relies on them being around 3 if Dirt Tornado, line up your turn... You really want at the top action hit a lot of them are likely to be empty and the! Cragheart from level 1 and can ’ t see this ever being used the start of your cards! Little ambiguous, is the Gloomhaven guide encourage them to move through s conditional and we can throw Massive... Monsters with higher health slow, not for trading purposes or advice it ignores shields and there is a,! A FANDOM games Community really useful I 'm playing + Special Extras every month obstacles or figures in the order. Ability of this one or generate any Earth and we need to drop now or bosses but. Only 4 cards with a ranged build and how you can overcome the frustrations come. 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Damage at the end of a card have less effect against monsters with higher health another card and +2... Are immobilized and can be used all that often right from the start one on this ability is directly... On every hex is full, a lot of important information in the Cragheart ’ s considering! You manage to use it gloomhaven obstacles list quite expansive pushes/pulls done by monsters well. By excluding Avalanche, we need to draw a modifier and you need to be and you get! Looking so epic this push first enhancement, and Characters so you can help create that situation creating! 1 at the deck, has a couple of move 4 abilities in our hand by your. Even your allies know you have enhanced Dirt Tornado their way with Earth elements being difficult to come by lower!