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Gloomhaven Grand Festival

Created by Cephalofair

We invite you to join the celebration and check out the latest in the city of Gloomhaven. From Gloomhaven: Buttons & Bugs, Gloomhaven: The Role Playing Game, Miniatures of Gloomhaven, Gloomhaven: Second Edition and more, there is something for everyone.

Latest Updates from Our Project:

Intro to Gloomhaven: The Role Playing Game
over 1 year ago – Wed, Jun 28, 2023 at 10:54:48 AM

Good day! In lieu of a normal update, we wanted to really, truly highlight Gloomhaven: The Role Playing Game for those could use more information about it. Be sure to check out today's stream schedule and puzzle on the main page!


Gloomhaven: The Role Playing Game is a whole new way to explore the immersive world of Gloomhaven. Empowering players to create their own characters, mixing and matching the Classes and Ancestries from the Gloomhaven and Frosthaven board games and bringing them to a role playing setting. 

This campaign we are bringing two new role-playing products to life, with Gloomhaven: The Role Playing Game Core RuleBook and Gloomhaven: The Role Playing Game Deluxe Set



The Core Rulebook is the single unified resource for both players and Gloom Master. The book includes an expansion bestiary, with narrative backgrounds, stat blocks, and combat inspiration for over 30 iconic Gloomhaven enemies. The book shares new immersive lore, which has been newly collected and written by a handful of RPG industry veterans and Cephalofair team. Featuring lore and story with history, characters and events about the city of Gloomhaven and the surrounding regions. The book also showcases detailed cartography, with work by the renown Francesca Baerald, exploring 8 regions in and surrounding Gloomhaven, with highly detailed maps, setting and location entries and interactable cities, towns and geographies. Included in the core rulebook is an adventure for any new or experienced mercenaries, taking you on a 20-hour module which will take place over multiple sessions. 



While the Gloomhaven board game offers a highly tuned tactical combat experience, this new role playing game inserts that combat experience into a new RPG framework that allows for Gloom Masters to tell their own stories and build their own adventures, while allowing players to fully realize and embody their characters. The slick combat is there, but it does not have to be the focus. We are encouraging players to interact with the world of Gloomhaven however they want in all new ways. 




If you've already pledged, you can add the Gloomhaven: The Role Playing Game Deluxe Set as an add-on here

 

We have already had some exciting adventures, with both Penny Arcade and RealmSmithTV, featuring players such as Jerry Holkins, Laura Stringer, Jasmine Bhullar and Luis Carazo, Deborah Ann Woll, Noura Ibrahim, and Joel Augé. Both Alexander JL Theoharis and Jason Azevedo have taken them on adventures which explore all new ways to play in the world of Gloomhaven. Check out their one-shot adventures:







For more about the rules, game mechanics, character previews and more, be sure to check out the Gloomhaven Grand Festival campaign page as we share more previews, gameplays and more.

In the meantime, here are some helpful links from around the project.


Great streams and the second edition faction narrative
over 1 year ago – Tue, Jun 27, 2023 at 09:50:27 AM

Good day! Yesterday was pretty eventful, and I may not have gotten a lot of sleep, but here we are, a full week into the campaign, looking at close to $2.5 million raise, which is fabulous!

So in the few weeks leading up to the campaign, I got to travel down to LA and up to Seattle to oversee some game plays of the RPG and the board games from some heavy hitters like Penny Arcade and Good Time Society, and we finally got to show some of them off yesterday!

First off, we had a play of the RPG with Penny Arcade that I thought went very well. I'm biased of course, but I had a lot of fun both participating in it and watching it later, and I feel like it gives you a very good idea of how the game plays, in addition to all the ridiculous shenanigans we got up to.



We then followed that up by playing a custom Gloomhaven: Second Edition scenario with Good Time Society. This is a scenario that isn't actually included in the game - I made it special for this playthrough, and you can find a PDF of it here. Since the only enemies are Living Bones and Living Spirits, you could actually play it with the first edition of Gloomhaven or Frosthaven.



And that was enough streaming for the day, right? No, I guess not, because we also had Tabletop Minions painting more miniatures! Uncle Atom is finishing up the Algox Guard he started in the previous stream.

So what are we up to today? Well, we've got a panel discussion starting at 10am PST (very soon!) with myself, Price, and Liz and Richard from Folded Space to talk about design and producing foam inserts for big games like Frosthaven and Gloomhaven: Second Edition. If you have any questions for us or just want to listen to the chat, be sure to stop by!

We'll also be sharing a playthrough of the first scenario of Gloomhaven: Second Edition shot by Rage Badger Gaming, and featuring some of the star play testers from the game's development. That'll be at 2pm PST, and you can expect some great gameplay here, especially since I wasn't there to screw things up.

And finally! It wouldn't be Tuesday without a Fireside Chat! Join me at 4pm PST where I will have on some special guests who just came back from Origins - Chris Kessler, our booth manager; Alisandra Livingston, one of our RPG GMs; and Monica and Bill Paprocki, who head up the cosplay for Cephalofair. We'll get the scoop on everything that went down at Origins, and I'm sure my baby will interrupt at some point as well.

Oh, and of course, if you're looking for discussion on the latest Spellweaver puzzle, here's the BGG link for you.

                               

For the rest of this update, we invited Joe Homes from Satire - the teamed that helped with narrative and development on Jaws of the Lion and Frosthaven - to provide a summary of the main difference in the narrative between the two editions of Gloomhaven: the factions on the edge of war. Here's Joe:

One of the biggest new features in Gloomhaven: Second Edition is the revised Reputation system that underpins the power struggle bubbling beneath Gloomhaven’s surface. Instead of a single reputation track representing the party’s fame or infamy within the city, we now have three tracks, one for each of the main factions vying for domination in Gloomhaven. This isn’t just a rewrite: the scenario trees have been re-woven into a brand-new story that supports this new mechanic, adding exciting choices for players to forge alliances alongside a fun, engaging plot. The faction narrative in Gloomhaven: Second Edition is brand new content that will bring surprises even if you’ve already played through the first edition.

Isaac gave an overview of the new system here, but we think it’s worth expanding on how the new story’s focus on Gloomhaven’s factions makes the world—and the game—better. Along the way, we’ll answer some questions you’ve asked throughout this campaign.

An Uneasy Peace

Of the 60-plus scenarios for you to explore in the main campaign, almost half invite the heroes to make alliances, sabotage enemies, and support their friends in gaining control of Gloomhaven.

In the first edition, the map begins with a sticker reading “City Rule: Militaristic”. Gloomhaven is under the control of the Gloomhaven Council and its stalwart military, and that doesn’t change unless you do something about it.

In the second edition, however, we replaced that sticker with “An Uneasy Peace”. The Military, led by newly-introduced First Shield Harmon, is in control for now, but their grip on Gloomhaven is slipping, and the Merchants and Demons prepare to strike at the first sign of weakness. The storm clouds are gathering from the moment you start your campaign, and it will be up to our mercenary heroes to decide which faction will ultimately control Gloomhaven’s future.

Befriending the Bad Guys

“Why would I want to ally with Demons, again?” Fair question.

Let’s be real for a second: the factions in the first edition of Gloomhaven were pretty black and white. The Military were gleaming defenders of the walls, and the Merchants and Demons were Capital-B Bad-Guys.

With the new campaign’s focus on the power struggle within Gloomhaven, though, we have more time to get to know each faction—the good and the bad. As you strengthen your relationship with one faction, you’ll hear more about their side of the story—but the other two factions will also show up from time to time to warn you about your new allies’ dark side as well. For example:
  • How sure are you that the Military are the heroes they make themselves out to be? They keep monsters out of the city, certainly, but their political power extends far beyond that of mere defenders. What have they done to gain that power—and what have they sacrificed to keep it?
  • The merchant Jekserah’s methods are brutal, but her motivations might resonate with the mercenaries—assuming they can uncover the mysterious merchant’s true goals.
  • The Prime Demon has his own reasons to conquer Gloomhaven, but he’s not working alone. He’s assisted from within the city walls by the Sect: a new secret society of Gloomhaven citizens pledged in service to the Prime Demon, who they believe will deliver the city from disaster. Even if the mercenaries don’t like the idea of an alliance with demons or their servants, they might discover that their own goals align with those of the Sect—at least for now.

Do I Have to Choose?

No! 

If you don’t feel like getting embroiled in political intrigue, that’s cool. Working with the factions grants you special bonuses that might make your life easier, but you can complete the main campaign without ever dirtying your hands with Gloomhaven’s internal struggles.

And if you change your mind later, you can even return to resolve the conflict between the factions once your ultimate goal is complete. Gloomhaven’s problems don’t go away just because you saved the world.

Can I do Everything/Ally with Every Faction?

Almost. You will have a long time to explore your options for alliances. Each faction grants your party benefits as they grow to trust you more. A mercenary with friends tends to live longer, and you can make nice with everyone... For a while.

But there are many heads, and only one “crown”. Ultimately the goal of each faction is to secure control of Gloomhaven, and eventually it will be up to you to tip the balance of power in one direction or another. When that happens, some paths will close forever, and others will open.  (Don’t worry about accidentally making the choice before you’re ready; your allies will warn you before you reach the point of no return.)

How much does this really change things?

For the city of Gloomhaven? A lot. For the rest of the world? We’ll have to wait and see.

Although almost half of the main campaign addresses the turmoil within the city, there’s more going on in Casskia (and in Gloomhaven itself) than the struggle for power. The mercenaries will travel all over the wilds that surround Gloomhaven, and many of those places don’t know or care what’s happening behind Gloomhaven’s walls.

But once one faction succeeds in seizing power, you’ll see some permanent changes to your campaign, both mechanically and within the narrative. You’ll learn things about the world that become clear only in the aftermath of war, and you’ll find that your allies reserve their greatest rewards for only their most trusted friends. Eagle-eyed backers may have noticed there are three new envelopes included in Second Edition—one labeled for each faction. Wonder what that could be…

The mercenaries’ main objective lies beyond the politics in Gloomhaven, but making friends is never a bad thing—and if you help your allies achieve their ambitions, they will help you out in turn as you approach your own final trials.

The Final Word

This isn’t the only change to the narrative in Gloomhaven: Second Edition. There’s much more to learn about the true nature of your enemies, all-new events, and plenty of discoveries for your scrappy group of mercenaries.

But those who loved the original campaign narrative don’t need to worry; all your favorite characters are back, but better, deeper, and with more to offer the story as your adventure goes on. Our goal when re-working the narrative was to use a scalpel, not a sledgehammer—we wanted to preserve the spirit and tone that made the world of Gloomhaven so immersive in the first place. So even though this still resulted in significant changes in some places, others were left mostly untouched.

And, of course, the main campaign is only half of the content in the box. Dozens of other scenarios sprawl across the map (including several never-before-seen), unconnected to the main plot but offering no less opportunity for adventure (and treasure!).

At the end of the day, we understand that some Gloomhaven fans are interested mostly in the second edition because of the re-balanced classes or the expertly updated minis. But for those fans who want to sink their teeth into a fresh campaign story, who love to play not just on the map tiles but in the world around them, we think the updated narrative in Gloomhaven: Second Edition will let you look on Gloomhaven with new eyes as you journey through the wilds of Casskia.

                               

Marvelous! I think that's enough info for one day, so I'll leave you there. Have a great day!

RPG character creation
over 1 year ago – Mon, Jun 26, 2023 at 09:53:48 AM

Good day! And it's a big day, so let's get right to it!

We've got three big streams coming in today to fill the full gamut of Gloomhaven: the Role Playing Game, Gloomhaven: Second Edition, or Miniatures of Gloomhaven. No matter what you're looking for, we've got some entertaining stuff! And all streams can be found on the main page of the campaign.

First off, we've got a Gloomhaven RPG session with Penny Arcade airing at 10am PST (which is somewhere around now!) featuring Alexander JL Theoharis as the GM and Jerry Holkins, Laura Stringer, Jasmine Bhullar, and myself as the players. This one was a lot of fun to film, and should give you a great sense of how to play the game.

Then at 1pm PST we have an in-person playthrough with Good Time Society of a custom Gloomhaven: Second Edition scenario! The players here were Kate Elliott, Banzainator, Jake Michaels, and myself, and this was also a great time. Tomorrow we'll even be releasing a PDF of the custom scenario played!

Finally this evening, we'll have another miniature painting stream with Tabletop Minions at 5pm PST!

And if that weren't enough, we also have a new puzzle for you - this one for the Spellweaver - that you can find at the bottom of the main page!

                           

I'd like to dedicate the rest of this update to diving a little deeper into the character creation and character mechaincs for the Gloomhaven RPG. First off, if you want to watch a full video on character creation, the video below is a great resource.



The goal of this update, though, is to give you a solid written overview. So now I'd like to take a look at our good friend Berge Brumble, Orchid Tinkerer. Berge is part of the Penny Arcade gameplay video going on right now, so once we go through his character creation, you can immediately go watch him in action!

The first choices of building any character are the class and ancestry. Class being things like Bruiser or Cragheart, where ancestry refers to Inox or Savvas.



Berge, as we already affirmed, is an Orchid Tinkerer (with he/him pronouns).

A character's class determines a lot, as it is what a character has specialized in and trained for to become a mercenary. It gives them a large pool of ability cards, along with a list of skills to choose from, and their perk list, which will determine how they can modify their modifier deck as they level up. Classes also provide attribute bonuses, which we'll get to shortly.

We wanted a character's ancestry, however, to have a more optional impact on how a character plays mechanically. Though the ancestry will certainly play a major part in how a character looks and how they interact with the world, ancestries don't have to define a character's abilities. Instead, ancestries provide a smaller pool of supplementary ability cards that can be swapped into a character's hand, along with some additional skill choices. We'll get into hands of cards and skills in a bit.

Next, though, let's talk about attribute scores. There are five attributes in the game:
  • Athletics, which is used to perform feats of physical might or stamina.
  • Finesse, which is used to perform feats that require physical grace or hand-eye coordination.
  • Focus, which is used to perform feats of concentration and attention.
  • Influence, which is used to perform feats that try to sway another person or creature.
  • Knowledge, which is used to perform feats that allows you to recall information you have already gathered or to use logic to utilize that information.
To start, each attribute has a value of 1, but then your class will provide a specific bonus.



In the case of Berge being a Tinkerer, this gives a +2 in knowledge (bringing it up to 3) and a +1 in finesse (bringing it up to 2).

Next, a player gets to reduce any attribute they want by 1 and then do two more attribute increases, provided that no attribute is raised above a character's level plus 2 (3 when starting out, of course).

Berge is an older Orchid with lots of crystal growth. He doesn't move around so well, I've decided to drop his athletics by 1 (bringing it down to 0). On the other hand, he is very attentive and always has a clear goal in mind, so I'm going to use both my increases to bring up his focus from 1 to 3.

With our attributes in place, let's move on to skill choices. Skills give characters an opportunity to perform some of their class's iconic feats in a roleplaying session, which is related to how ability cards are handled outside of combat. You see, when not in combat, in order to facilitate better and easier roleplaying, players aren't interacting with the text on their ability cards at all. Their entire hand of cards is placed face-down in front of them as a deck that represents their stamina.

But then how do you know what cool stuff your character can do when not in combat? That's where your skills come in! These are feats that are so practiced and integral to your identity, you can perform them any time, even when not in a heightened state from combat.

As we develop the game further, the list of available skills for each class and ancestry will grow, but for now, here are the five Tinkerer skills available and the one Quatryl skill:
  • Build Contraption: [Lose] Create a small mechanical contraption to perform menial tasks for you. It lasts until you take a Full Rest, but it does not function in combat.
  • Brew: [Discard] Spend 10 minutes to create one potion or other liquid that lasts until you take a Full Rest. The effect of this liquid shouldn’t be stronger than a common consumable.
  • Flamethrower: [Discard] Subject everything within 10 feet to extreme heat and flame. Living creatures can either move away from you or take 3 damage (their choice).
  • Healing Mist: [Discard] Perform [Heal] 2 on yourself and everyone within 5 feet of you.
  • Net Shooter: [Discard] Shoot out a human-sized net to [Immobilize] a single creature within 20 feet for no more than 1 minute.
  • Deft Hands: [Discard] You gain advantage on the next Finesse check to perform a task requiring your hands.

The first thing you may notice is that each skill has either a "Lose" or "Discard" next to it, and this is where your stamina pile comes in. Doing various things (including using skills) requires you to expend stamina, which works more-or-less as it does in combat. "Discard" means moving the top card from your stamina pile to your discard pile, and "lose" means the top card goes to your lost pile (as in the board game, whenever you lose a random card like this, you have the opportunity to suffer 1 damage to lose a different random card). You can use skills over and over, so long as you have stamina. And once your stamina pile is empty, you'll need to "take a breath" (also known as a "short rest" in the board game) to randomly lose one card from your discard pile and return the rest to your stamina pile. (And if all your cards are lost? Well, you're not dead, but you'll have to take it easy for the rest of the day.)



So the thing about Berge is that he is an excellent manservant. He lives to serve others, so his skill choices are going to reflect that, as skills are mostly used in role playing out of combat (though skills and attribute checks can be used in combat as well, in lieu of an ability card action). Characters get three skills at level 1, so Berge will take Build Contraption (to provide extra help in performing his duties), Brew (Berge makes a mean cup of tea), and Healing Mist (for when his employer finds themselves hurt).

Keep in mind that the skill descriptions provided are just guidelines. Roleplaying is a conversation between the GM and the players, and if you find other ways to make your skills useful, go for it. (For instance, Berge finds a creative use for his Healing Mist in the Penny Arcade game.) Also the fact that Berge can brew a potion doesn't mean that no one else can brew a potion, too. It's just going to require attribute checks for others to do it, while Berge can do it without a check.

Now that we've got our skills, let's move on to backgrounds! The way I view backgrounds, they don't necessarily have to be the headlines of your character's life, but maybe just something you'd find out while talking to them at a party that would make you stop and go, "Oh, that's interesting." Like, "Oh, you're into mediation? That's neat." Or, "Oh, you're in a jam band? Cool."

There will be a big deck of 50 of these cards, and players just go through them and pick out four that they feel speak to their character. Each background, of course, has a mechanical function in the game, but this process is more about helping players solidify their characters in their mind. What are their desires? Who do they interact with? What are their quirks?



Berge has the following backgrounds:
  • Employee: Berge is focused on being the best manservant he can be, so of course he needs someone to serve. In the Penny Arcade game, I decided Berge would be Socket's employee.
  • Meditative: Berge is very old and has spent a lot of his life meditating. Like many Orchids, life is not about moving quickly and acting brashly, but rather thinking through all the options and using the tools at your disposal with maximum efficiency. The way I like to think this plays out is that it doesn't look like Berge is doing much, but then he's always there when you need him, handing you the exact right tool for the job.
  • Collector: This is a hold-over from Berge's last employer, who was a Savvas. Berge was always on the lookout for interesting rocks and crystals for the Savvas to eat, and even after he left their employ, he still found the process soothing.
  • Dark Secret: In another life, Berge's top-notch skills would have had him serving the Orchid High Council themselves. And maybe that's exactly what he did do at some point in the past. But he was involved in something terrible and had to flee Velcyll Harbor. Now he's just trying to keep a low profile.

So how do these work mechanically? It's pretty simple. Any time you are performing an attribute check, and you feel like you could use a boost, you can spend one of your background cards for its bonus. In addition, if you're in a position to aid someone else's check, you can spend a background card to give them a boost instead. Spent backgrounds are refreshed every time you "catch a breath".

With backgrounds chosen, the next part is filling out your inventory. Now, as a Tinkerer, does Berge need to buy a flamethrower, a net shooter, trap supplies, contraption parts, and ink bombs to fully kit himself out and make sure he can use all his combat abilities? Absolutely not. All characters are assumed to always have on them everything that's necessary for their class to fully function in combat, and none of that stuff needs to be tracked in your inventory. Filling out your inventory is about all the stuff you want to bring in addition to whatever you need to make your class function.

Items are broken up into two categories: non-combat items and equipment. Non-combat items are various things that will have a use for you outside of combat: waterskins, a tent, cooking supplies. These are stored in a character's inventory slots. Equipment are items that are equipped into a character's equip slots and have specific combat functionality. These are the items you'd be familiar with from the board game: poison daggers, leather armor, and the like. And again, if a bruiser doesn't have a shield as part of their equipment, that doesn't mean they don't have a shield to do stuff like Shield Bash with. Equipment can be viewed more like augments to your normal gear. Leather Armor is like additional leather padding in your existing armor, and a poison dagger may just be a poison vial you apply to your normal weapon. You define how each piece of equipment changes your gear.



Berge is more interested in supporting their employer with non-combat equipment. He has spent his initial 60 gold on a cooking pot, utensils, and supplies, some torches, waterskins, rations, and a tent. With the little money left over, he went with some practical leather armor. And while a Tinkerer would normally wear leather armor anyway, this purchase represents some extra leather padding.

The last part of character creation is just picking the hand of ability cards you will be using for your first day of adventuring. A level 1 character has access to their classes normal level 1 and X cards, along with four level 1 cards from their ancestry. This is actually 7 more cards than their hand size, so they will need to make some cuts. Of course, any cards cut still stay in that character's pool of available cards, and at the start of each day, the player can pick a different hand of cards for their character.

And that's all there is to it! The goal with character creation was to give the player lots of meaningful decisions to customize their character, but also work to make those decisions clear and transparent so players can still navigate through the process with ease.

                           

Thanks for reading, and I hope I've given you a better idea of how the role playing game works so you can hit the ground running in your own game! Enjoy the streams today, and I'll catch you next time!

Sunday review
over 1 year ago – Sun, Jun 25, 2023 at 09:29:56 AM

Good day! I hope you are having a great weekend! It being Sunday and all, I'm going to keep this update short, but I wanted to just quickly go over the important happenings from yesterday and today.

First off, in case you missed it, we had a highly entertaining RPG live play from Game Con Canada yesterday, featuring Jason Azevedo, Luis Carazo, Deborah Ann Woll, Noura Ibrahim, and Joel Augé. You couldn't ask for a better cast, and they certainly delivered a thrilling adventure.



And following that, Dennis and I joined Silver Medal Tavern for a little play of Gloomhaven: Second Edition, showing off some Angry Face and Circles. So if you're curious about how those characters were changed, you can check that out. It what has become a bit of a trend, I get beat on quite extensively in the beginning of the scenario, but I pull it together by the end.

                       

So what's going down today? You can see if the trend continues, because we have yet another Gloomhaven: Second Edition playthrough with the wonderful human beings known as The Brothers Murph. You can watch our shenanigans at 4pm PST. Nick and Mike are such experts at the game, we might even crank up the difficulty a bit.

We're also continuing to work on page improvements and more announcements, puzzles, and streams in the coming week, so please keep coming back and check out all we have to offer. Catch you later!

RPG live play and a look at the Tinkerer
over 1 year ago – Sat, Jun 24, 2023 at 10:06:26 AM

Good day! It may be the weekend, but we're still over here working to give you more exciting streams.

First of all, I am super excited to tell you about the Gloomhaven RPG LIVE event from Game Con Canada with RealSmith. This will be an epic one-shot adventure with Jason Azevedo as the Gloom Master, and a cast of Luis Carazo, Deborah Ann Woll, Noura Ibrahim, and Joel Augé. And it will be live on the Mega Stage at Game Con Canada in Calgary at 2pm PST today. You can watch it live on the main page (where I will also be hanging out in the comments) or on Youtube.



But not only that, at 4pm PST, Dennis and I will be sitting down with Silver Medal Tavern from the Tabletop Live Network to play some Gloomhaven Second Edition. So we've got you covered on both fronts!

Dennis also joined me for a fireside chat yesterday, where we shared a lot of behind the scenes stuff on Gloomhaven: Second Edition, and I had a good time. You can watch that here. And if you're looking for insights and discussions on the Tinkerer puzzle from yesterday, you can head over to this BGG thread.

                         

I am also happy to hear good reports out of Origins (we're at booth 1200!). Fans are having a great time with the RPG, and of course Monica Paprocki is crushing it with the cosplay, as always.


                         

So I'd like to spend the rest of this update giving you a preview of the new and improved Tinkerer from Gloomhaven: Second Edition. I'll turn things over to designers Drew and Dennis:



So, what made Tinkerer tick in the first edition? 

With their large hand size, the Tinkerer had tools for most situations in the form of unique and varied loss actions. They specialized in dealing with conditions: inflicting negative conditions on enemies and empowering allies with positive conditions. They had a strong focus on supporting allies, with access to heals and card recovery abilities. Finally, they had a mostly-forgettable trap subtheme.

So what did we want to change?

Most significantly,  Tinkerer simply needed a tune up in terms of numbers, especially on cards past level 1. We also wanted to highlight the cool gadget theme of the Tinkerer. And we either had to cut the traps, or make them better and give you slightly better tools to use them.

Let’s see how Tinkerer works in Gloomhaven: Second Edition:

So what did they require?

  • Better healing: Healing was traditionally in a bit of a strange place in Gloomhaven. Healing was and is an effective use of actions outside of combat, but in combat it has historically been a bit of a trap (especially top action healing). This has been difficult for many newer players to adjust to because traditionally healing in combat is a valuable aspect of parties in RPGs or dungeon crawlers. Accordingly, in Frosthaven and GH2e, healing (especially on top actions) has been improved overall to allow more flexibility for people who want to play a combat healer. And the Tinkerer, the Gloomhaven class most synonymous with healing, has been given some of the best of it.

  • More variety of support: Tinkerer supporting has never just been about healing, but many of the other support effects fell flat. Flamethrower bottom was useful but didn’t have an initiative to match the effect. Disorienting Flash did too little, especially relative to its level. We’ve buffed effects like these, while also providing new takes on traditional avenues of Tinkerer’s various support effects.



  • Gadgets with unique tokens: Tinkerer has always been represented as doing everything they do with various mechanical gadgets. So why not give them some actual contraptions they can place permanently on the map to give them their own unique, low-complexity mechanic that fully represents their theme.



  • Better traps: While keeping the use of traps on Tinkerer completely optional, we wanted to both provide better payoffs (in the form of better traps themselves) and better tools to utilize them for anyone who did want to play with Tinkerer’s traps.


We hope you enjoy this new take on the classic Quatryl Tinkerer.

And that's it from us for the day. Be sure to check out the great streams we've lined up and have a great weekend!