Some of them players will recognize from the original game, but many will also be completely new, including some cool new bosses.īut I know what you're asking. The monster pool has also diminished significantly, with a much more manageable 15-20 types. There are still stickers, but we'll also provide a pad of campaign tracker sheets to keep everything straight for those who don't like the joy of affixing stickers to maps. We thought about cutting out the map completely as well, but I think it is a fun and engaging element of the game. There are still city events where players can make choices and endure the consequences, but the campaign will take place entirely within Gloomhaven, so there are no road events and the map is much smaller. There is also no need for a party sheet, as there is no reputation or complicated achievements either. This means that retirement and prosperity are no longer a thing. This campaign is their story and they will see it from start to finish. The game will come with four new characters and that is it. There are still plenty of side quests, so roughly half the scenarios are optional, and people should be able to get through the story in 12 sessions if they want.īut is 12 sessions enough to retire multiple characters? Of course not. And since it would be impossible to cut those 95 down to 24, and because it is more fun the other way, I created an entirely new campaign. So what exactly is being removed/changed to get the price and box size down to reasonable levels? Well, the scenario book has roughly 24 scenarios in it instead of the massive 95 of the original game. It doesn't have a title yet, though I believe that will be remedied before too long, and the current plan is for it to hit stores in August or September of next year at a $40-50 price point. So, yeah, well, I've been talking around this for a while, but I guess it is time to just let you know that, in case you didn't see the Shut Up and Sit Down video, or any of the posts on BGG, Reddit, or wherever else you get your board game news, a new Gloomhaven product is in development that is aimed at mass market stores like Target or Barnes and Noble, and is intended to appeal to more casual gamers. With this new project, I am basically saying, "Nope, we don't need that anymore," and then all that other stuff can get stripped away along with it. With the original game, one of the core design concepts was a huge, open world, and then I developed all these campaign systems - retirement, prosperity, a multitude of characters and monsters - to support that concept. It's kind of funny because it's like I'm designing Gloomhaven in reverse. This means a smaller campaign, fewer characters, fewer monsters, and less of everything else to boot. We make a smaller version of the game that is far less of a time commitment, far cheaper, and far easier to organize. These issues have been huge barriers of entry for people, so how do we fix it? Well, like I said, this is the obvious stuff.
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And, again, the box is so big! It's so full of stuff! How will you organize it all? Sure, it's a good value for the money, but only if you're willing to invest a significant amount of time into it. It's intimidating and feels like a significant commitment. A lot of people are wary of the $100+ price tag and the giant box of stuff that comes with it. So what I needed to make was a version of the game that tore down every wall the original game put up. With a good teacher and all other barriers removed, I believe that anyone with an interest in this type of game can learn and enjoy it with little difficulty. I've taught Gloomhaven to all manner of people. I see all these casual gamers sitting down for demos at conventions, or I hear about hard-core gamers getting their partners to play with them, and, well, it seems to me that the core Gloomhaven experience - that process of looking at your hand of cards and picking the best two to play - is not overly complicated. The only thing that would capture people like Gloomhaven is Gloomhaven. What I eventually realized was that a watered-down card game with the same name was never going to capture people like Gloomhaven has done. I remember play testing it at a convention, and somebody told me that it felt a lot like Splendor, which was enough for me to pack it up and never look at it again. Something simple in a small box that would feel like Gloomhaven, even if the mechanics were totally different. Around this time last year I was working on a Gloomhaven card game.
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I've been trying to crack this problem of getting Gloomhaven to a wider, more casual demographic for a while.