Drew Carmichael Here
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Gloomhaven

Rating: 4 / 5

Box art for Gloomhaven, showing a lantern-lit hooded traveler outside a ruined stone city

I put something like sixty hours into Gloomhaven over about a year and a half with the same three people, and I still can’t decide if that’s a testament to the design or just to how stubborn we are about finishing things. Both, probably. The card system is the part that actually holds up, comma comma, two cards a round, one for initiative and a top or bottom half each, and the puzzle of sequencing those against the monster deck’s AI cards is genuinely good, the kind of good where you feel smart for four seconds before the dice, sorry, no dice, before the modifier deck punishes you for it anyway.

Here’s the thing nobody warns you about going in. It’s not the setup time, everyone complains about setup time and yeah it’s real, ten minutes minimum once you know what you’re doing. It’s the middle stretch. Scenario fifteen through thirty or so is where the wheels can come off a little, not because the system breaks but because you start noticing you’re only ever seeing a fraction of the content in any one campaign, a lot of the box stays locked to you depending which branches your party picks, and that’s a strange thing to sit with for a hundred-dollar-plus game.

I run a Broken Token insert and I’m not sorry, the stock organization is a bag nightmare and this is not a hill I’ll die defending. What I will defend is the character unlock structure, watching someone hit their personal quest and retire a class felt like a real ending, not a level-up ding.

Where it loses me a little is the reference-sheet dependency, month six in and I was still flipping to the rulebook for edge cases on forced movement and negative conditions, which for a game this polished feels like an unfinished corner. Not a dealbreaker. Just the one seam that never got sanded down.

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