Gloomhaven (2017)

Mindestalter: 14
Spieleranzahl: 1 - 4
Verlag: Albi, Feuerland Spiele, Arclight Games, Galápagos Jogos, Albi Polska, Games Warehouse, Hobby World, Korea Boardgames, Gém Klub Kft., MYBG Co., Ltd., Cephalofair Games
Spiel-Designer: Isaac Childres
KÜnstler: Alvaro Nebot, Alexandr Elichev, Josh T. McDowell
Mechaniken: Solo / Solitaire Game, Modular Board, Action Retrieval, Communication Limits, Scenario / Mission / Campaign Game, Hand Management, Role Playing, Variable Player Powers, Deck Construction, Card Play Conflict Resolution, Legacy Game, Campaign / Battle Card Driven, Multi-Use Cards, Hexagon Grid, Narrative Choice / Paragraph, Simultaneous Action Selection, Line of Sight, Cooperative Game, Storytelling, Action Queue, Critical Hits and Failures, Tags, Once-Per-Game Abilities, Grid Movement
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Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the roles of wandering adventurers with their own special sets of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions about what to do next, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a co-operative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions about what to do next, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a co-operative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.
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ag.gameitem.lastUpdated: 2025-05-09 15:19:09.305