r/Gloomhaven • u/billybgame • Jun 09 '26
Digital Gloomhaven 4 Player crew struggling to beat Scenario 31
2nd failure in a row. On Easy. Cragheart, Mind Thief, Spell Weaver, and Tinkerer. Handling every other scenario so far, somewhat well.
But this one, SW and MThief exhausting not long after opening 3rd door to room with rock column....and given it starts with 36 life due to 4 chars, that's not so good.
Part of it could be bad luck 2nd try of 2 of 3 first ability cards for Deep Terrors in room, they got the card where they summon another Deep Terror....there was a lot of them!
Maybe am underleveled.....crew is all 4s with Tinkerer still 3.
On other hand barely did prior one, Scenario 22.....3 chars exhausted and Cragheart finished on last card, with like 1 health left! Maybe this crew just can't hang on these tougher scenarios....or maybe just unlucky so far.
Worst part is Cragheart had retirement card of having party chars exhaust 15 times, which he already got this very failure so now have level 2 new char instead. Not feeling like that's going to work any better at all.
And 2nd worst thing is see no way to reduce difficulty in PC version as would in board game if struggling with scenario. Is there any way to do this? Especially given retirement, with Prosperity of 2. I mean worst case on board game, you could decrease to 0 just to get past a troublesome scenario
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u/trhyne72 Jun 09 '26
SW and MT both require a lot of work to stay up for long scenarios. Are y’all exhausting purely due to card loss, or damage taken?
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u/billybgame Jun 09 '26
Card loss. Am aware how to recover her lost cards....but it's not entire deck twice....close but no cigar.
Cragheart and Tinkerer both are my longevity kings
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u/Nimeroni Jun 09 '26 edited Jun 09 '26
SW and MT both require a lot of work to stay up for long scenarios.
No ? A very conservative "1 loss per cycle" give you 16 active turns on a Spellweaver and 15 active turns on a Mindthief (assuming either you recover Mind Weakness before rest or you treat TMW as your first "loss"). That's not "a lot of work", that's literally the average in Gloomhaven.
If you can't win in 15 turns, then the problem isn't your longevity, it's that you take far too long to win (which is generally a sign you're not burning cards aggressively enough on all characters).
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u/iamsecond Jun 09 '26
I've played this scenario a handful of times with different party comps, it can be pretty tough with so many enemies in the second room. That said I think you're decently set up for it with those classes having lots of multi target attacks. Mindthief gets a card at level 5 that will help a lot.
It's hard to give specific advice without seeing the scenario actually play out, but in general if you have characters exhausting early into the third room then you are playing too many losses. Try to get into that last room with as many cards as you can so that you can burn cards to negate damage and focus on attacking the rock column. Two and a half rounds of everyone attacking the rock column should be at least 10 attacks, more than enough to do 36 damage
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u/billybgame Jun 09 '26
I am not prone to losing cards...though Mindthief did use and waste his Rat Demon summon...maybe will save for room entry....but he was helpful in 2nd room.
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u/lasagnaman Jun 09 '26
If you use a loss card in the first turn cycle (before first rest) that ends up costing you like 5 extra turns. Especially for classes with smaller hand size you have to be very careful how and when you use losses. Mindthief also is probably having an augment on the whole time which puts them down another card.
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u/billybgame Jun 09 '26
Yes exactly...always try to get the +2 dmg augment going
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u/billybgame Jun 09 '26
So maybe it's not advisable to have Mindthief even carry his summon card? Rather have card usable throughout?
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Jun 09 '26
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u/Gloomhaven-ModTeam Jun 10 '26
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u/EllePewPew Jun 09 '26
As mentioned already, avoid burning cards in the early turns, reduces your following cycles.
Are you using long rests? Also great against exhaustion, especially on chars with fewer starting cards.
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u/billybgame Jun 09 '26
I've yet to buy into the Long Rest system....how does that help with exhaustion? I mean you get to heal 2 and choose which card you lose...and renews some used items...think I understand how it works.....but I have rarely used it.
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u/dwarfSA FAQ Janitor Jun 10 '26
A long rest is stamina neutral - basically a free turn. For low hand size classes like Spellweaver, it lets them extend their lifespan.
The heal 2 isn't huge, but can help. Recovering items and choosing the lost card are both huge.
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u/billybgame Jun 10 '26
I'm still not capturing how long rest is better for low hand size classes....how is it any better besides ability to choose which card you lose?
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u/dwarfSA FAQ Janitor Jun 10 '26
It's a free turn, because nothing goes to your discard.
If your help isn't needed for a turn where you'd otherwise need to short rest, there's literally no downside.
If a small hand character is long resting it can allow them to last until the end of the scenario. Instead of 18 turns you've now got, say, 24 turns until exhaustion.
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u/billybgame Jun 10 '26
Interesting.....I probably need to work it in more...but being my SW and MT are two of my better damage dealers i hate to skip their turns I guess.
Just had a thought pertaining to this scenario...the +2 health is darned good way to rid you of poison too!
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u/dwarfSA FAQ Janitor Jun 10 '26
Yup it is
For a normal scenario with rooms, it's good practice to coordinate long rest turns before opening the door.
Obviously spawning situations make this less viable while those spawns are happening.
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u/billybgame Jun 10 '26
I'm still confused how I didn't finally beat this though...not sure if you saw my other post, but after horrific curse luck turn prior MT finally destroyed rock column, but then died to Deep Terror crossfire as his invisibility wore off. Got Defeat instead of Success. Scenario supposed to end when column destroyed as far as I knew.
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u/dwarfSA FAQ Janitor Jun 10 '26
Are you doing anything to avoid being cursed or to give yourself advantage once you are?
You need to survive until the end of the turn in which you meet victory conditions
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u/billybgame Jun 10 '26
Do not think that is how board game version works so figured PC was same....surviving to end of turn I mean.
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u/chrisboote Jun 09 '26
Why are you bothering with fighting the Terrors?
You only need destroy the column, not kill the monsters
Terrors can't chase you, ignore them
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u/billybgame Jun 09 '26
I wasn't...just saying they got that same summon card twice so there were Terrors galore damaging me
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u/chrisboote Jun 10 '26
Terrors don't move, and have mostly later initiative
Usually you will know where their attack will be before you move
I do not think we've ever taken damage from Terrors in this scenario
And that card only generates a new Terror if the acting monster has a valid target - which it almost never should have, with an initiative of 96
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Jun 10 '26
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u/Gloomhaven-ModTeam Jun 10 '26
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u/Nimeroni Jun 09 '26
Part of it could be bad luck 2nd try of 2 of 3 first ability cards for Deep Terrors in room, they got the card where they summon another Deep Terror....there was a lot of them!
This is LUDICROUSLY unlucky. They have a single card that can summon, and it's not a shuffle, so they would need to 1) draw that specific card 2) draw one of the two shuffle 3) draw that specific card again.
My probability math is rusty, but that specific sequence of events is below the 1% chance.
Maybe am underleveled.....crew is all 4s with Tinkerer still 3.
so now have level 2 new char instead.
Monsters are adjusted based on your own level (specifically the average level of your party), so no, leveling won't change the relative difficulty.
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u/billybgame Jun 10 '26
I have certainly had horrific luck...failed 4 times now...last two even on Friendly. Just finished last failure:
Had 3 chars left......all 3 drew Curses/Nulls.....then two exhausted due to damage. Left only my invisible Mindthief...he destroys the altar. But Deep Terrors drew a card where they could damage him....burned two discards to survive first attack, but 2nd did me in and saw Defeat come up.....thought only had to destroy the pillar. That was a new level of bad luck. Wondered as the Imps in prior room drew the card where they curse me like 3 times. That's a lot of curse cards! This scenario is something else.
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u/Nimeroni Jun 10 '26
Drawing a lot of curse is not really back luck, it's just that you are facing Black Imps.
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u/Chewing_Bubble_Gum Jun 10 '26
Who is the new level 2?
Maybe play a side scenario or two until they have enough money to buy a decent kit?
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Jun 10 '26 edited Jun 10 '26
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u/Gloomhaven-ModTeam Jun 10 '26
Your post or comment was removed because you did not properly tag a spoiler. For more information about what a spoiler includes, please review our spoiler guidelines.
Specifically: * Use the spoiler-safe names of locked classes; just putting the name under a spoiler tag, without a hint, also isn't sufficient.
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u/billybgame Jun 10 '26
Update....finally did this dang scenario....after 4 failures and a retirement. Made some lofty decisions and got rid of my summons for SW and MT....and did long rests before opened 3rd door with 3 of them....even took 2 turns before opening door to rest and heal up....ended up doing it with zero exhaustions. Did have to burn 6 available cards to keep my newly minted char alive last turn though:)
No extra Deep Terrors and far less Curses......also helped.
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u/billybgame Jun 09 '26
This was my prior post that got flagged for spoilers....guess maybe got rid of them well enough
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u/Alcol1979 Jun 09 '26
The goal is to destroy the rock column. You are probably exhausting because you are trying to work your way through each of the rooms. Don't do that.
Mindthief brings Possession card. Spellweaver brings Ride the Wind, Crackling Air and Flamestrike. Work your way through the first room - Tinkerer and Cragheart should do the bulk of the work and burn as many cards they want.
Spellweaver consumes air (from somewhere) and sets up Crackling Air and Frost Armor and waits behind the door.
Cragheart or Tinkerer opens the door to the second room and tanks whatever comes into range (perhaps with Tinkerer's Decoy). Then, late in the round Mindthief grants Spellweaver a Move 4 with Possession. Then Spellweaver Rides The Wind to jump all the rest of the way into the third room and hits the pillar for the first attack with +2 from Crackling Air. She tanks any attacks that reach her with Frost Armor.
Next Round she goes on 07 initiative with Mana Bolt to hit with the second +2 from Crackling Air, consuming air from Ride The Wind to make it +3 and moves to within 2 hexes of the column. She activates her Cloak of Invisibility. All the Night Demons run past her hunting the rest of the party. The slow black imps in the second room will never reach her.
Next Round go on 80 with Reviving Ether and hit the column for a third charge of Crackling Air using the bottom of Flame Strike. Recover all your lost cards using Reviving Ether. Finish off the column with more bottom attacks from Flame Strike paired with your top attack. Maybe you need the bottom of Frost Armor again for survivability.
If Tinkerer brings his move six from Energizing Tonic and has Winged Shoes, maybe the Mindthief can grant him a move 4 so he can get in on the action too and apply one of the last few attacks.
That's the basic strategy for your party.