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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:

Two Minis spotlight and an interview with Forteller
almost 3 years ago – Mon, Jul 10, 2023 at 10:02:43 AM

Good day! I hope you had a wonderful weekend. We are entering the fourth week of the campaign and are rounding 20,000 backers, which is fantastic! I am pleased all of you have joined the festival! And Gloomhaven: Buttons & Bugs is currently our most backed item, which is also great to see!

We had a great game of the RPG yesterday with the Old School crew. Mostly taken up by some nasty combat with drakes, which definitely brought the tension of exhaustion into the system. But then, in the second half, we got to a lot of interesting and unexpected story beats. You can watch it here.

Today we're starting the week strong with a lot more exciting streams. First of, at 10am PST (fast approaching!) we have a panel with Vincent Vergonjeanne from Lucky Duck Games and Price. Lucky Duck produced the official companion app for Frosthaven, but they may be talking about some new stuff, so I wouldn't miss that if you're a fan of app-assisted Gloomhaven!

Then we've got Monica Paprocki from Geeks A Gogo to talk about her experience cosplaying for Cephalofair Games and what she's working on next. That'll be at 4pm PST, then right after at 5, we'll have Tabletop Minions back on to continue painting miniatures.

And, as always, I'll give a shout-out to the puzzle at the bottom of the main page. This is a difficult one for the Spellweaver designed by Sam Muriello. Also, I think I forgot to ever link to the discussion of the previous puzzle for the Tinkerer. Also that Tinkerer puzzle was designed by MadMullet.

And then finally on my list of announcements, Drew and Dennis wrote up an in-depth look at the new Two Minis class in Gloomhaven: Second Edition. Since it is a locked class, I'm just going to link you over to the BGG thread rather than post it all here, but it is a fascinating read, as Two Minis received some substantial updates, but we kept the fundamentals the same.

                               

Okay, one more thing: we have an interview with Forteller. Forteller provides an immersive audio experience and helpful game aid for Gloomhaven, Jaws of the Lion, Frosthaven and the upcoming Gloomhaven: Second Edition

Translating these games from the tabletop to an audio medium requires a variety of different tools, inspiration, and an experienced team. We asked the Forteller team to tell us more about Forteller and creating the audio experience for Gloomhaven and Frosthaven

What do you hope players gain from using Forteller during their game nights and campaign sessions? 

The honest answer here is that we truly hope that the games and audio bring people together in a way that really harkens back to our traditions as humans. Storytelling is one of the oldest forms of entertainment. Whilst storytelling around a campfire has slowly transitioned into playing games and roleplaying with each other to create those stories, really the tradition is the same. We think that anything that brings people together is something to be honored. 

Gloomhaven/Frosthaven and the upcoming RPG have brought hours of joy, togetherness, and fun to people around the world. Forteller’s aim has always been to enhance that experience and honor the stories told by the interactions within the game. 

We want to allow gamers of all walks of life to enjoy the content and have a more accessible means of understanding and enjoying those stories. 

What inspiration for the unique music and sound did you use to bring Isaac’s world to life? 

Issac’s world is an interesting one to riddle through… many of the context clues in the writing provided the skeleton for how the world could sound. We started with the creative elements of the art and picked kinds of music that we felt matched each different location or character. 

Gloomhaven and Frosthaven are a mixing pot of cultures and situations, not unlike our own countries of this planet we call “Earth”. Music is always something binding and we really wanted to push the idea that music from any culture can sort of bridge the communication gaps and inspire beauty, emotions and in some cases even war. 

The inspirations for instruments range wildly from ancient throat singing to giant full orchestral pieces and everything in between. The instrumentation was important because we felt that the music needed to have a window for each represented culture in the game’s writing. Whether it was a culture like the Lurker’s where wind instruments were unlikely or figuring out just how a Savvas would sound if they were singing without lips. 

Drawing inspiration from the design elements was the real catalyst. It culminated into something beautiful, comedic, and tragic which feels like a fully realized world to us.

Are there sounds and audio aids that are unique to Gloomhaven

Absolutely! Gloomhaven (the city) is an established tradeport and takes many audio cues from bazaars and bordellos that have existed in cultures across our world for centuries. The city of Gloomhaven really has so much to explore both from a figurative and literal level which created the fun challenge of filling it with unique sounds and ambience. 

As a game, it really has some of the finest attention to detail in its enemy and character designs. That is where Forteller’s focus went initially. We really went through and made sure that each character or enemy had a voice that was uniquely inspired by their individual situation. 

Forgotten Circles and Jaws of the Lion (complete narration for those are both available!) are continuations on the stories told in the world of Gloomhaven and both provided unique challenges since they have their own personalities but needed to maintain the “Gloomhaven Feel”. 

A majority of that cohesive feeling comes from the narrator himself, Phillip Sacremento. Phillip has endeavored to make Gloomhaven feel unique amongst audio narrations. His voice and commitment allows us a consistency across all the Cephalofair narrations we’ve created. 

How many different voice actors do you work with for the different voices and characters? 

To date, there are over 150 different voice actors from every continent in the world (barring Antarctica, which I hope to change someday) that have been involved between all four of our Cephalofair audio narration projects. Across our Forteller universe, we work with over 1,000 actors. 

We have endeavored to have as many unique voices as possible and I think each of them brings a wonderful new piece to the Gloomhaven puzzle. Every new entry in the series provides expanded lore to the world and that has been the most exciting part of making Gloomhaven come to life... figuring out all of the intricacies and how to bring them to life. 

The actors that we work with are often passionate gamers, fans of the series, and some even helped write parts of the game (Hi Alex!). It reflects in their performances and honestly has been such a labor of love from everyone. Thank you so much for lending us your voices! 

What have you learned since making Jaws of the Lion and heading into Frosthaven? Were there more details you had to take notice of, characters and monsters that needed more creation?

All projects are great learning experiences that allow us to reflect and build on each other; but to fully answer the question I have started at the beginning with Gloomhaven

During Gloomhaven, we learned what we wanted to do with the format and how to put together the world and tell compelling stories within the Gloomhaven universe, it set the tone and pace and drove the team to think bigger. 

Forgotten Circles was the next installation. It allowed us to further our efforts to make interpersonal stories and create characters that really focus on telling their stories. Because of the way that Forgotten Circles is told, it feels SO different but also has a few really wonderful moments that explain the lore of the Gloomhaven universe in a meaningful way. From a sound design perspective it was a daunting challenge which breathed new ideas and thoughts to the process. 

Jaws of the Lion required us to limit our focus and make compelling sound design with a limited scope. This taught us many lessons along the way about emphasizing the smaller stories in a grander way to establish an overall feeling that could persist between stories. Jaws of the Lion continued to establish the deeper parts of the Gloomhaven world and those stories that are told allowed us to make more intimate connections to the lore. 

Frosthaven shifts the focus to a unique and challenging biome that is a bit less inhabited (Or so you’d believe) that is variable in so many ways. The game has everything! Mechanical sounds, furry guys, small things, huge evil stuff, booms, clatters, love, war, tears,and laughter. 

Like the Frosthaven box, all these feelings and emotions are hard to fit inside the figurative box! So instead, we had to think outside of it. Frosthaven became about getting the characters to feel like an enemy and a friend or vice versa when the moment was necessary and that is something Jaws of the Lion helped us hone in on: context matters and almost every interaction in the main storyline is about context. 

Go play it and you’ll see what we mean; if you don’t have it yet - well get the reprint right now and don’t forget the audio narration! 

What are you looking forward to with
Gloomhaven: Second Edition? What should players be looking for in this revisit to the city of Gloomhaven? 

Returning to Gloomhaven with a bevy of new characters, an expanded production team, and four Cephalofair projects worth of knowledge is exciting for us because we can apply all of that knowledge into it! 

Since Gloomhaven: Second Edition has brand new scenarios and stories, we are excited to keep learning more about this world and we are honored to be trusted with breathing more life into it through sound. Gloomhaven is one of our favorite games and you can bet your gold on
the Forteller team bringing a passionate and mindful approach to each and every part of the game. 

Gloomhaven: First Edition was Forteller’s first released narration and in a way it’s like coming home, we are always happy to work with the Cephalofair team. We absolutely can't wait to get our hands on this one…both from a project standpoint and from a gaming perspective. Playing all of the new classes in the Gloomhaven storyline? WITH AMAZING MINIS? YES PLEASE.

Sunday review
almost 3 years ago – Sun, Jul 09, 2023 at 09:14:32 AM

Good day! I hope you are having a relaxing weekend!

Real short update today, as we didn't have any streaming yesterday, but I do want to remind everyone that we are going live on Twitch right now with episode 4 of the Old School RPG. Like, we are sitting down and playing right now, so come join us, either on the main page or the Cephalofair Twitch channel. How are we going to get out of this drake situation? I have no idea.

But, yeah, that's it! The poll might be longer than the update. I'll catch you tomorrow with more interesting stuff.

Mini painting tips and upcoming Buttons & Bugs how to play video
almost 3 years ago – Sat, Jul 08, 2023 at 09:04:08 AM

Hello there! I hope you are enjoying your Saturday. I know I am looking forward to a little R&R after a very busy week. In case you missed it, we announced an entirely new stand-alone game, Gloomhaven: Buttons & Bugs, on Wednesday, and then yesterday we announced upcoming digital tools for the Gloomhaven RPG, both a VTT through Roll20, and digital character management through Hero Lab.

So while we're at it, I've got one more smaller, but still exciting announcement: we have lined up Rolling Solo to produce a how to play video for Buttons & Bugs upon it's release! Here are some words about the channel from creator Adam Smith:

"My passion and focus is providing you with the highest quality and most in-depth video showcases of solo board games! I create authentic playthroughs, providing you with everything you need to come to your own informed decision on whether a game works for you. No clickbait, shotgun reviews or generic high-level content here. You decide what you like based on what you see in action!"

Also in case you missed it, we had some great streams yesterday. Joe and I tag-teamed a couple of scenarios of Buttons & Bugs, and we got through scenarios 1 and 2 in about 45 minutes. Joe played the Tinkerer for scenario 1, then I played the Mindthief for scenario 2, so you can check out that video to get a look at how those two play.

Then Alice from Rage Badger was joined by some Gloomhaven: Second Edition play testers to run through a scenario of that. They got through an entire 4-player scenario in about an hour and a half, while still being entertaining, which I thought was quite impressive.



And then the fireside chat, where I talked to my friend Jon about his experiences with the Gloomhaven RPG, but more about his experiences with RPGs in general. We talked about playing D&D together back in high school, what he's playing now, and how he's gotten his kids into RPGs as well. It was a lot of fun, and you can watch that here.

We unfortunately don't have any streams going live today. We had some scheduling conflicts with both the Old School RPG campaign, which will be airing tomorrow at 9am PST instead, and Price's talk with miniature painter Chris Woodgate, which is still TBD. What I have instead, though, is a write-up from Chris about his process and tips for painting miniatures, so let's move on to that!

                                 


Hi everyone, so Ross asked me to take a swing at talking about some of the miniatures I’ve painted up for this campaign.

A lot of you may be new to the world of mini-painting and indeed Gloomhaven so I thought I’d go over some of the basics and discuss my process a bit focussing on one of my favourites from the campaign. 

First up, prep! 

Never skip the preparation stage, it will help your finished minis look so much better. A simple wash in warm, soapy water, followed by some mould line removal and sanding before a prime with your favourite primer will really help get you off to a good start. I’m a big fan of zenithal priming as you can see, it allows me to easily visualise the different light values on the figure.


The minis themselves have a lot of detail sculpted into them, right down to the moulded bases, these are a big improvement on the original Gloomhaven figures. When it came to painting them, I couldn’t help but be inspired by the fantastic artwork from the standees. Features such as the tabard design and scale under-skirt here were really going to help this figure pop as they say.

For these miniatures I used a traditional layering approach to painting. Building up from a darker base and adding incrementally brighter colours, keeping the saturation down to maintain the moody feel of the game. 


We’d discussed varying styles and had settled on using True Metallic Metals or TMM for the armour. To help sell the effect I decided to create a simple, shadowed design on the shield to boost the feeling of depth and draw the eye up to the sword and head.



You can see that these new minis really do have a lot of detail sculpted into them, it can almost be a bit daunting when you get started. I tend to spend time on those focal areas that match the art and keep things simple elsewhere. The scale underskirt here is a prime example. Although not sculpted into the figure it added an interesting sense of texture to the bold, plain tabard design and was a relatively straight forward feature to paint on freehand.



Finally, when working with big batches of figures like this I think a cohesive basing scheme, per model, can really help bring together that sense of unity. With the guardsman here it was going to be simple to paint that moulded base like a cobbled street, so to add a little interest I cut up some grass tufts to act as weeds in the cracks. Perhaps for multiples I’d add other debris, leaf litter, rubbish etc. to really sell the ‘dirty city streets’ feel. 



I hope this little insight into the figures and my process has helped any aspiring new mini painters out there. My final parting piece of advice is don’t let anyone judge you on your work! Everyone starts somewhere & anything looks better than grey plastic. Above all else have fun, play around, enjoy the experience and as a good friend always says, happy painting.

                                 

Thanks to everyone for stopping by and reading! I'll catch you tomorrow with another update and the next episode of the Old School RPG!

RPG digital tools partnership with Hero Lab and Roll20! And a Bruiser Preview!
almost 3 years ago – Fri, Jul 07, 2023 at 10:00:19 AM

Good day! We're going to jump right into the big news today, which is that we now have an option for digital tools for the Gloomhaven RPG! We've partnered with both Hero Lab and Roll20 who together are providing a way for groups to play the RPG digitally. Roll20 will provide all the hex grid maps, tokens, and combat tracking, while Hero Lab will provide character creation and management tools, alongside full card functionality.

So through Hero Lab, you'll be able to manage all the cards your character has access to - ability cards, modifier cards, and background cards - while also being able to reference and customize any of your character sheet data. Or if you are a GM, you can reference NPC data, track initiative order, and use the NPC modifier deck. Plus all pertinent information, like initiative choices, modifier flips, and element status, can be communicated across devices so everyone has all the information they need to play.

Here's a video demonstrating the Gloomhaven Hero Lab capabilities:


If you want the full virtual experience, you can use Hero Lab in conjunction with Roll20. On the Roll20 virtual tabletop, you can find (or easily create) simple hex-based maps using lots of Gloomhaven assets we are pre-loading in for you. That way, you can use Roll20 to manage character and creature locations and scale, dynamic lighting & vision (Plus or Pro subscription required), and all of the other bells and whistles, with custom Gloomhaven tokens for PCs and NPCs to track everyone's stats and conditions.

You can use one or the other or both, according to your needs. The basic Roll20 integration will be freely available to everyone soon, while the Hero Lab character creation and management tool will be a $29.99 purchase upon release. But you can pre-order it right now on their website for $22.50. Hero Lab is also a subscription service, so there is also a $9.99 charge for the standard version of that for six months, but if you don't own any other Hero Lab products, the subscription won't activate until the Gloomhaven RPG product goes live (which will happen the same time the physical version is delivered next year).

I know having digital tools was a big question for some about the Gloomhaven RPG, so I am very pleased to finally announce this. A lot of work has already been put into the Hero Lab implementation, and I am hoping we'll be able to show it off to you in the coming weeks!

                           

In other news, we had some great streams yesterday. First off, Drew and I jumped into a chill and entertaining Watch It Played stream with Paula Deming and Matthew Jude to play a game of Gloomhaven: Second Edition. And, look, I don't want to brag, but I think Drew set the new Bruiser record for amount of cards lost to negate damage. Just saying.

And then we had a marvelous play of the RPG with Good Time Society! This was seriously great, and you should watch it, whether you love giant, floofy cats or weird, creepy ooze.



And there are more streams today, if you can believe it! We're starting off with some miniature painting from Tabletop Minions at 8am PST (which has already passed, but he'll be going for a while). Then I'll be jumping on a stream with Joe Klipfel to play a little Buttons & Bugs at 1pm PST. This'll actually be the first time I play the latest iteration, so it should be exciting! And finally, as it is Friday, we will end the day with a nice, relaxing Fireside Chat at 4pm PST. Who will join me at the fireside? A baby? No one? You'll just have to come and see.

And we are not done with the update yet, because Drew and Dennis wanted to share another Gloomhaven: Second Edition preview with you. So I now present... the Bruiser!

                           

Today we’ll take a look at the updated Inox Bruiser (formerly Brute) in Gloomhaven: Second Edition.


First let’s reflect on the Brute in the first edition. 

This class was intended to be the absolute baseline low complexity Gloomhaven class. It primarily used very simple actions like an “Attack 6” or an “Attack 3, Range 3”. Looking past the really standard stuff, the class had a mechanical theme of forced movement, represented by pushes and pulls, as well as a theme of translating movement to damage with cards like Balanced Measure and Immovable Phalanx. There were also a few light tanking cards.

So what did we want to address?

Like the Tinkerer, this class needed a bit of a tune up in terms of numbers. It was simply outperformed by many other classes. The tanking theme was a bit undercooked and not quite powerful enough, making it a trap for newer players, who are used to tanky RPG characters wanting to take the hits. We wanted to highlight Bruiser’s mechanical themes, giving the Bruiser more mechanical identity, while avoiding unnecessary complexity.

So let’s see how Bruiser handles themself in Gloomhaven: Second Edition:


Note: Graphic Design on these cards is incomplete. They will have card backgrounds like the Frosthaven class cards.

  • Better tanking abilities - As many new players start by playing a Bruiser and expecting to be able to tank effectively, we wanted to make that possible. With multiple tanking classes in the game, we wanted them all to be viable at accomplishing the same goal, but to achieve it in different ways. The Bruiser’s new persistent loss at level 5 highlights this - giving them a more active, round-to-round approach to tanking.


  • More emphasis on Bruiser’s movement theme - In addition to a big improvement to Balanced Measure’s initiative, Bruiser explores new actions and effects that interact with movement (as well as some old favorites).


  • Strong forced movement - In Gloomhaven, forced movement is meant to be the Bruiser’s thing. We increased the power level of many of the Bruiser’s forced movement abilities while also shifting some around to give them new forced movement combos. Now the Bruiser is unmatched in Gloomhaven at moving enemies around the battlefield to take advantage of terrain features or to set up area of effect abilities.


  • A tune up - Bruiser’s numbers have been tweaked overall to match the expected power level set forth in Frosthaven, ensuring a Bruiser is always a welcome addition to the party.


We hope you enjoy this new-and-improved Inox Bruiser.

                           

I think that'll do it for today's update. Remember that Friday also means a new puzzle, so go check that out on the bottom of the main page, and I'll catch you tomorrow!

A deeper look at Buttons & Bugs
almost 3 years ago – Thu, Jul 06, 2023 at 08:00:51 AM

Good day! And welcome to all the new backers who joined the festival! It was great to see the huge surge of people coming in excited about Buttons & Bugs, pushing us past the $3 million mark! I am happy you all are here!

So yesterday we aired two gameplay videos for Buttons & Bugs. One with designer Nikki Valens that was very quick and efficient, and one with Watch It Played, where Matthew Jude did some serious derailing. So, yeah, take your pick on that.



Watch It Played link

Afterward, we all got together to discuss how Buttons & Bugs came to be and why we're excited about it. For those more interested in reading than watching videos, I'll try to cover a lot of what was said here in the deep dive below.



But first! We've got some streams going on today too, of course. First up, Watch It Played will be doing another live stream, this time of Gloomhaven: Second Edition with Drew and myself. That will start at 8:30am PST.

Then at 1pm PST, we have got an absolutely amazing play of the RPG from Good Time Society, featuring Alex Ward as the GM, along with Michelle Nguyen Bradey, Xander Jeanneret, Joe Johnson, and Laser Webber. They really went all out for the set on this, and I quite enjoyed watching them have fun with it!

And finally, as always, if you want to discuss the solution to yesterday's puzzle, you can do so here. Also I forgot to credit MadMullet in devising this brain-burner in the first place.

                           

So let's talk a little more about Buttons & Bugs. Jaws of the Lion and its distilling of the Gloomhaven system down into a much smaller, more approachable box was a great success for us. So when Joe Klipfel came out with his design for Gloomholdin', showing that the game could be distilled even further - down to a mind-boggling 18 cards - we decided we could explore this small-box business further. And the community seemed to agree. There was huge support for Gloomholdin', and it even ended up winning the Golden Geek that year for best Print-and-Play game.

So was it as simple as licensing Gloomholdin' and releasing it as is? Well, not quite. We knew we wanted to tune up the graphic design, add some new art in there at least. Plus Gloomholdin' only had one (plus one more secret) character to play, and we knew we wanted to have at least all starting six characters available. Plus we wanted to vamp up the story a bit, not just have a re-tread of similar themes to Gloomhaven, but provide something original and fun.

Turns out there was a fair amount of work to do, so we reached out to Nikki Valens to see if they were interest in joining the team and developing this thing further. Luckily, they agreed, and the project took off after that. Eventually, however, we hit a bit of a crossroads. You see, Gloomholdin' values card count above all else. It was designed with an upper limit of 18 cards in mind, and a lot of really interesting innovations came out of that, like the way elements are handled or the sheer number of uses each card has. But it also made the rule set more complicated than it needed to be to fit all these restrictive design quirks.

The biggest issue was that monsters were stationary so that you didn't need anything to track them, but that introduced an entirely different set of rules not familiar to Gloomhaven players about how to engage with monsters and how to track distance between you and them when you did. So we ended up in a bit of a moment. And we asked ourselves, who is this game for? Is it just a novelty we want to make so we can say, "We made the smallest Gloomhaven possible"? Or did we want to take the opportunity to really set a new bar for accessability into this world. With a game that is easy to play and easy to understand, and so what if it takes a few more cards to do so?

Hint: it was the second one.

So now we've got a hundred cards, plus some dual-layered card trays, little cubes for tracking monsters and stats, and miniature miniatures for all the characters, because why not? It's fun.

The original goal was to keep it to something you could play in your hand without a table, which, sure, may have been useful to some people, but we decided we could serve more people better by streamlining the rules as much as possible. What we ended up with can't be played in your hand, but the table space is still fairly minimal. Think an airplane tray table.

What you can see here is a typical setup. Each of the dual-layered trays with cubes are standard 2.5"x3.5" card size, along with the scenario map and the player mat. Then all the other cards - the character ability cards and monster stat cards - are mini euro size.

Each scenario is a single room depicted on a single card, where you place your mercenary figure on the starting space and then all the monsters are represented by cubes that correspond to same-colored cubes on the monster trays. The monster trays are universal and track hit points and action sets, and then monster cards can get slotted in to depict stats and potential action sets. If you have more than one monster of a type, you can simply use multiple trays and group them together.

Each round, after you pick two cards for your mercenary as in normal Gloomhaven, you will roll a die to determine which action set a monster group will use. So instead of having a deck of 8 cards for a monster type, everything is contained on a single side of a card.

Then initiative order is acted out like normal, with both the character and monsters performing the abilities on their card by moving around the map attacking each other. One important thing to note is that this is just a single character, and there are no summons, so there doesn't have to be any in-depth focusing rules, because the monsters will only ever have one focus. They will always just move to get in range to attack you.

And if you can kill the monsters before you run out of cards, that's the scenario! Of course, running out of cards is a bit more tricky, because you only have four of them. The upside, though, is that they're double-sided. So when you use the A side, you flip it to the B side and return it to your hand. Only once you've used the B side is it discarded. This can lead to lots of interesting decisions because you don't actually have access to all your actions at the start of combat. You'll have to use one side before you can use the other. And it gets even more interesting with the element system, where if an element is showing on one of the cards in your hand, you have access to it and can use it through one of the cards you played for the round. But a needed element might only be on the B side of a card, so you'll want to flip it early to get the element and then not use the B side for a while to keep the element in your hand.

And we've also simplified loot and experience. In fact, it's all automatic. You will level up after completing a certain number of scenarios, which gives you access to one more level 2 card (swapping out a level 1) and upgrading your modifier card. Oh, did I not talk about those?


Instead of a deck of modifier cards, you instead have these trays - one for you and one for the monsters. Each time you attack, you roll a die that will show a symbol matching one of these columns, and then that intersects with the row where the tracker cube is to give you the resulting modifier. Then after that's resolved, the tracker cube moves down one. This is interesting because you can see when some of your big bonuses (or that dreaded X) are coming up and plan accordingly. Maybe you give yourself advantage when there's a big swing in outcomes, or you do a small attack when your X is coming up to hedge against it missing. And then, like I said, as you level up, this chart improves to give you better, more character-specific results.

And the loot! Each scenario card is also two different items you have access to, but you can only equip items from the scenarios you've already completed. So as you progress, you naturally get access to more and more cool stuff. There are 20 scenarios total, but six of them are character-specific, so an actual campaign is 15 scenarios. But through that, you will face a myriad of different enemies and some challenging and fun bosses.

Anyway, that's probably enough rambling about this exciting new game. I just really hope it resonates with people as an easy-to-play accessible version of the game we all know and love. That's it from me for the day, so I'll catch you next time!