Importantly, it’s only the first set of damage that gets mitigated so this ability isn’t a license to head into the fray and just stay there for a round. Good for shooting melee monsters to prevent them from approaching. The Quartermaster doesn't have alot of good early game enhancements, but the class benefits more from spending gold on items anyway. When I played the Scoundrel I was playing alongside a Brute, a Spellweaver and a Tinkerer. Then I’d get the -1s out and then replace the final -1 with a +2. 17 Character Boards 8. Adding range to the top makes it better than Mana Bolt. The top ability is solid and the Poison is a cool bonus to have. With all the setting up that Smoke Bomb takes, the last thing you want to do is miss your next hit. It’s just that some are better or worse for different builds. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for travelling to this dark corner of the world. It’s a great ability to have up your sleeve for bosses in the final room! .bg-photo {background-image:url(\/\/1.bp.blogspot.com\/-u3nxB5mMkGU\/Xyzaudwl1-I\/AAAAAAAAras\/KP_fHVsx300gCPnQEMtp5ewr_UajwN6QgCK4BGAYYCw\/s100\/bg.jpg);} Exclusive email updates! Thanks for reading this far. Want to take down bosses with one hit? You … Double damage is always double damage! Personally, I prefer Smoke Bomb for the Strengthen enhancement to make sure the ability doesn’t miss, the Invisibility buff and the Create Dark to boost Sinister Opportunity. Every single card has to be flexible and count for us. Of course, it’s just a guide, you’ll want to swap cards in and out of your hand depending on the scenario ahead of you. An unofficial lightweight, searchable copy of the rule book. The top ability is not great, but to be honest, the Gloomhaven designers could have put anything there because it’s all about the bottom ability on this card. For example, this convenient set of Boots costs 20g. Reputation Discount: none-5 gold-4 gold-3 gold-2 gold-1 gold. Muddle is always going to be useful no matter what monster you’re up against, unlike the next two perks…. While you level up, even though your damage value on the cards doesn’t increase, your chances of drawing decent modifiers increases. Mind control is not something I’d associate with a rogue, so I like to think of this ability as you tricking them to move instead. Item are pieces of gear that can be equipped or owned by characters. Elementalist AoE Damage card analysis. Move 5 is the second-highest distance we can move at Level 1 and moving is always going to be useful. As if the upgraded top ability wasn’t enough, we also get an extra 1 to our movement. This class benefits the most from adding "Any Element" enhancement to their actions (150g). Even if they aren’t adjacent to allies or away from their own allies, we’ll still get bonus damage! 00. We shouldn’t be taking hits anyway. It recovers after a Long Rest. Scoundrel: Spellweaver: Tinkerer "Two Minis" "Spiky Face" "Eclipse" Select Your Level. Powerful early game enhancement for the Mindthief if you can afford it. That’ll deal an epic 7 damage. Characters can earn money, experience, battle goals, and personal quest progression as normal, but it is recommended that players focus solely on doing what they can to win. Étant un ami de vingt ans du Sieur TSR et ayant fait la connaissance cette année de Shanouillette et Sha-man, il m’a été suggéré qu’il pourrait être sympa de partager ma lourde expérience de ce fabuleux jeu qu’est Gloomhaven afin d’aider les nouveaux arrivants dans leurs premières aventures. You can always ask a Brute to shove a monster your way if you can’t move them yourself. Both are situational cards and I can see either of them working depending on your playstyle and group. We won’t last until the end. The most common way to lose a game of Gloomhaven is to run out of cards and become exhausted. I don’t want to have a Loss slot taken up by a heal and the bottom instant monster removal isn’t very powerful. Crippling Poison. The invisibility buff on the bottom ability is more useful. Then, use your 4 damage (now boosted to 7 because of Crippling Poison) to hit the monsters and Disarm them! Your party composition may also change before you retire your Scoundrel, so depending on the classes alongside you, you may find that you need to adapt your playstyle. Cards generally get lost if they have a decently powerful ability so you can only use it once during a quest and they go in a specific pile next to your character board. Pair it with a decent Move ability, run into position first, then whack the bad guy. If you play a Loss ability after your third rest you can last up to 18 rounds. Marching Beat (Top / Bottom) Add Jump (50g). While the existence of Gloomhaven enhancements is not a spoiler, how and when you get access to them is. These are spoilered and cover cards up to level 3. Gloomhaven Scenario Viewer allows you to load any scenario from the boardgame hiding any unopened rooms, monsters, special sections and conclusions. By immobilizing and then pushing a melee monster away, you make sure they can't hit you back on their turn! The 80 initiative will help us to go late in a round, and the Move 4 will be useful when we’re unable to use the top ranged ability. A few Loot 1s spread throughout the scenario is a nice way to pick up a few extra shinies. Instant monster removal ability! So to pull this off, it was vital that I spent one turn going late in the round, moved into position, and then used the 04 initiative on this card to go first in the next round and get the bonus damage before the Brute moved away from the monster! Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. While the 62 initiative might look bad, for us, it’s not too bad. The extra Move 2 can be just the Move we need to get into the right position for an adjacency bonus. Thief’s Knack. Amazing card for that glorious top ability! } Both abilities on this card are always going to be useful to us. It’ll only take down a normal monster but there are plenty of irritating normal bad guys. Another instant monster removal ability, but when you look at it more closely, it’s not actually that powerful. Good card, but Move 1 is hard to use. Enhancement do have limits, you can only have enhanced cards at most, equal to your prosperity level. Force one adjacent normal or elite enemy to perform its turn this round as if its allies were enemies and its enemies were allies, with you controlling its actions. How useful this ability is to you really depends on the composition of your group and your ability to get into position. Pg 17 of the rulebook: The rest action can only be taken if a player has two or more cards in his or her discard pile, and a rest action always results in losing one of the discarded cards. This is barely better than the standard Move 2. It means that if you’ve just wiped a monster and you’re about to run off, you can pick up some shinies before you do. Elements can be added on any main ability line. Gruesome Advantage is a direct upgrade to Backstab with higher damage and move. Best level 1 cards. This guide will give an overview of each starting class in Gloomhaven, starting cards, and perks. For example, the stamina calculator shows that a Brute can play a maximum of 25 active rounds: As I 'll … 253 Item Card… Already decent jump card, more movement makes it much better. Disarm is the most  expensive enhancement, for good reason. Special Mixture. display: inherit; So overall you’re doing higher damage more consistently leading to more damage per scenario! We have both had perks, adding and taking cards from our modifier deck. 3.1 out of 5 stars 4. mykindofmeeple.com is a participant in the Amazon Associates Program. In general, items are typically more cost effective than enhancements. 6 Monster Stat Sleeves 9. So is it worth taking a card when we’ll only really be using the top ability? @media (max-width: 480px) { .bg-photo {background-image:url(\/\/1.bp.blogspot.com\/-u3nxB5mMkGU\/Xyzaudwl1-I\/AAAAAAAAras\/KP_fHVsx300gCPnQEMtp5ewr_UajwN6QgCK4BGAYYCw\/w480\/bg.jpg);}} This is the only other ranged ability available at level 1. What a relief! But given that it’s situational, it’s not actually so great. Backstab. When you add the hard-hitting abilities and the Poison damage, it makes it a really cool build! You can only rest once you have at least 2 cards in your discard pile. Especially because traps increase in strength as you level, so this could be worth up to 9 damage. For our single target damage build, it’s not great. They both have a Move 5 on the bottom. Disarm is expensive, but if you can afford it, put it on your low initiative attack cards. Eclipse class doesn't have many strong early campaign options for enhancement. With proper positioning, range increase items, and opening 1-2 doors in a turn (yes, two doors because we use upgraded Raw/Pure), it is easy to hit 12+ enemies with this spell. I like that the top of Quick Hands can be paired with bottom Moves to allow you to Move for 8 several times in a scenario. Overall, items are more powerful for their cost. none +1 gold +2 gold +3 gold +4 gold +5 gold. The situational bonus on Stick to the Shadows makes it really unappealing. } I suggest playing it after your third rest cycle so that you’ll only reduce your stamina by two rounds. This article is a complete guide to playing a Gloomhaven Scoundrel that focuses on high-hitting single target damage with a poison status effect. All text is taken directly from the official rule book and any mistakes are my own. UPDATE: Adding strengthen to the bottom action such as the heal on mana bolt helps set you up with advantage for when need it. We jump into the fray using one of our Moves with the Jump enhancement, smash everyone around, disarm them, then use a Stamina Potion to get this combo back! left: inherit; So it has the potential of doing 20 damage to 4 poisoned monsters! */ adsbygoogle = window.adsbygoogle || []; Open Wound will give us 4 damage and adds Wound if the target is adjacent to an ally. I started on Very Hard level but lost on last enemy. Instead, try to get your hands on the Winged Shoes so that you have a Jump option available right from the beginning. Doomed Breeze (Top) Add Poison or Wound (75g), Prepare for the Kill (Bottom) +1 Move (55g). If you can save up 150g this is one of the single most powerful enhancements you can make in the game. With a hand limit of 9, probably not. We already have a ranged ability. We won’t have that bonus until level 6, so there’s no rush for this item, but the dagger is pretty cheap. They start with a Health of 8. Let’s look at our low-level cards to see what we can live without. Late campaign where you are earning alot more gold, there are so many more possible enhancement combinations. And so, our level 7 build is identical to our level 6 build. Stun Shot is the preferred card to enhance as both halves are non-loss effects, but each of these are solid movement cards. Scoundrel. To get the best bang for your buck, you probably want to enhance mostly repeatable abilities. $9.00 $ 9. It’s not an urgent one as the 3 damage will serve you fine at lower levels, but it will help Venom Shiv keep pace with monsters as you level. Already a useful bottom with a ranged immobilize. That is very irritating to draw on your low abilities and can mean you do nothing on an ability like Quick Hands or against a shielded monster. Remove Four +0 Cards. For me, it’s better to take a card that’s useful in more situations, or at least gives bonuses if I manipulate the positioning of people. Fortunately, hitting single monsters really hard is where the Scoundrel excels! Use the Move 2, Poison target all monsters action to get into the middle of everyone and Poison them. Gloomhaven is the number 1 tactical board game out there. I've written up class specific suggestions for early campaign enhancements. The Move 4 is just ok, the Retaliate is really not useful. Perhaps the Scoundrel dodges quickly into and out of range so the monster takes a step closer as they try to grab you. It’s a nice way to get another monster with Poison it for our Crippling Poison bonus. The situational Wound bonus on the top ability is great and if we don’t manage to get it on that try, never mind. All orders are custom made and most ship worldwide within 24 hours. In a 4 player group, that adds up. Reinvigorating Elixir, Restorative Mist, Stamina Booster (Top) Add Bless or Strengthen (50g / 75g for Stamina Booster), Disorienting Flash (Bottom) +1 Move (55g). adsbygoogle.requestNonPersonalizedAds = 1; You of course go invisible aftwerwards, then retreat back to your team on your next turn with your powerful move cards. This means you can't simply rest, then immediately rest again to try exhaust yourself (for battle goals or personal quests). Enhancement calculator on Boardgamegeek by Dathras. Every single card has to be flexible and count for us. Two were one after the other. Personally, I’d rather just get bonuses to my other abilities to get through the Shields. No wonder it’s a Loss card! It deals more single-target damage and has a longer range than Throwing Knives, but deals less damage overall. Long resting is obviously preferable if you can afford to spend the turn doing so. That means taking in no more than 3 Loss abilities per scenario. You might have other classes in your party who regularly apply these debuffs to bad guys, but that’s not within your control. In campaign mode, players will form an official party of characters and undertake a number of consecutive scenarios over multiple play sessions. With Spring the Trap, you have to make sure everyone is in the perfect position to get the double damage. By level 8 you should be rolling some decent modifiers consistently too, so it’ll be worth even more! (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), With this single target Poison build, it doesn’t really matter what Burning Oil has on it because we’re all about the other card on offer…. None of the cards in the Scoundrel’s deck are ‘bad’. Great to give yourself advantage and position yourself for an offensive. // See https://www.blogger.com/go/adspersonalization With it being a Loss ability you need to balance choosing this over other Losses. --> If we didn’t have such a low hand limit, the dream would be to have this and Crippling Poison in play for the entire scenario. That 10 initiative is lovely. No part of this site or its content may be reproduced without permission. } It can be the difference between getting that bonus damage on a monster away from its allies/adjacent to your allies, and not. Poison is such a great way to boost your damage with a +1. And to top it all off, the bottom ability allows us to manipulate the room to get people just where we want them. Gloomtactics is the place for Gloomhaven strategy, guides and rules. Maybe you like playing humans, maybe you like stabbing enemies for big numbers or maybe you like the color green. We are the ninja of the starting characters, after all. Sneaky sneaky stab stab Let's go over what makes the scoundrel a killing machine and what limitations she has. If in doubt, you can simply add a dark element to any move or attack action for (100g). Because we need to alternate between going first and going late, the 04 initiative on Flanking Strike makes it an awesome card for our hand. The only way we can create Dark is with Smoke Bomb, once per scenario. The situational top bonus makes this card unappealing. 24 Personal Quest Cards 46 Damage Tokens 10. Il ne s’agit donc pas du tout d’un Just played ni d’une critique, mais bien d’un recueil de conseils visant à améliorer l’expérience de ces nouveaux joueurs, accompagné d’un mini-guide pour chacun des personnages de … You can find a companion PDF file with images of the 17 item rewards. Keep this card in your card pool for when you’re playing with an ally that generates Dark that they don’t want. But for those who don't have a calculator handy, the price list is below: There's also limits to where you can place each respective enhancement effect. In general, you get more out of your enhancements by placing them on non-loss cards. 1 Scenario Book 7. Strengthen on Smoke Bomb will make sure that you always hit! Then you can carry on dishing out Poison to other monsters giving everyone bonuses on their damage against those monsters too. Why a Scoundrel single-target Poison build? $8.88 shipping. When dropping into hot, deadly rooms, this lets you fill the monster deck with curses. For me, that’s what I’d do second. It’s not high enough to ensure that you’ll go last which leaves you with some risk that people will move away from where you want them to be after you’re in position. Some powerful loss cards may still benefit tremendously from certain enhancements. That’d be the flavour text I’d write for this card! Poison on bottom combines with a top attack for big damage. } m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) Yay! I have a modifier deck of 20 cards, whereas the Scoundrel has 18. We already know how useful that can be allowing us to run even further on a turn when we need to and deal a nice bit of damage too. I have some recommendations towards the end of this guide. Select Your Perks. TARGET card TARGET card Add one Shield 1, Self card Add one Shield 1, Self card Ignore negative item effects Ignore negative item effects Controlling a monster to move them is great when all the monsters have formed a wall and you can’t get through to get into the best position. $73.00 $ 73. It’s just not as exciting as sneaking up on monsters for me. We are quick. Welcome to your upgrade. You know my thoughts on these by now. It’s far more flexible than Flintlock and we aren’t building a klepto Scoundrel. I’ve created guides for all the Gloomhaven starting characters. Hit the monster, Poison them, and leave them Immobilized while you run off. Open Wound. The Vermling Mindthief is the Gloomhaven starting class that focuses on melee single-target damage. We have plenty of single target high-level abilities now especially when we include position bonuses. Gloomhaven: Jaws of the Lion. We’re also a little low on low initiative cards so you may want to swap out one or two of the higher initiatives for lower ones if you find the balance isn’t right for you. /* Last tag covers anything over one higher than the previous max-size cap. +1 to Heal, Push, Pull, Pierce, Range and Move are the cheapest +1 effects. The Move 4 isn’t super quick either, and we need to be able to dart around. This has the same double damage effect that Smoke Bomb has but it’s a bottom ability. There are three versions of this document: 1. body#layout .sidebar_top, It can be useful if you’ve found yourself blocked by a wall of monsters unexpectedly, but to be honest, if you’re playing the run, hit / hit, run strategy, this won’t happen very often. Filter Slot: all. Enhancing higher level cards costs more. So while it’ll be epic to pull off, you’ll lose the card for it. This allows players to follow a story thread as they make decisions and explore a path of their own choosing. --> If you play a Loss card before your 1st rest you can last up to 16 rounds. Smoke Bomb will be with you until retirement and adding an extra Pull to this will help massively with moving monsters into the right places. It’s not the most mathematically beneficial perk to take first though, that would be just focussing on getting your modifiers improved. My advice is to save one-off Losses until the final room and persistent Losses until after the third rest. Nothing. Scoundrel needs a nap When can you rest? README-no-i… They don’t really align with our build. The only issue is that we’ll lose the high 64 initiative if we replace it with Duelist’s Advance. At later levels, you can Move 7 from Gruesome Advantage and then Move another 3 from the top of Duelist’s Advance for a Move 10! You’d only be able to consume Dark once per scenario unless you have an ally that can create Dark for you. A direct upgrade to Quick Hands giving us one additional move and hit. In an ideal world, we’ll always use the bottom of this card and never the top. That 90 initiative would be useful though…. That’s a lot more damage over a scenario! While there was another melee class in my group, a Brute, he very rarely stayed still for very long and loved to go early in a round! So you've chosen the Human Scoundrel? It’s because a lot of her experience points are on repeatable abilities as opposed to Loss cards like the other classes. The initiative is not ideal for me. The top is the same as Flanking Strike, and the high initiative is great for when we want to go late in a round. Gloomhaven Classes Ranked. This Scoundrel guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. Similarly, it’s a nice way to help allies get through monsters’ Shields. Right now, we have a lot of low initiative cards in our deck, but not many high ones. But that comes at the expense of your stamina. Scoundrel. And then start improving the deck. Take add two Pierce 3 cards next. This guide is to give some general advice on choosing your enhancements and what cards to improve. You dash into the fray, hit a monster for Poison so that your group knows which monster they need to target on their next turn. If there are high Shielded monsters, equip more Poison and Wound cards. If you can’t get to them, make them come to you. I play in a four-player Gloomhaven group. We also want any cards we can get that have Poison on will help us and our group with large health monsters. The only issue with it is that it’s a Loss. The discarded cards go in a diff pile and you can choose a "rest" action to collect those back but lose one to the lost pile. If you like, with Poison you can become the markswoman for your group. Break the Chains (Bottom) +1 Move or Jump (55g / 75g), Crippling Blow (Bottom) Poison / Wound (75g). To signify this, place one of your class tokens on this enemy for the round. Make it 4 to help close the distance. Otherwise you're generally better with Strengthen. With our Pull 2 on Smoke Bomb and our ability to control the movement of a monster for 1 with Sinister Opportunity, we can make this happen. One of the best things about the Scoundrel is that she can remove all the negative modifier cards from her deck through perks! It could be great. Flanking strike is your best level 1 card, so investing in it will go a long way for your campaign. Most of the Summon enhancements are expensive but are worth it. Sun Class has many cards to use Light Elements. } All cards in Gloomhaven can be good, depending on the circumstances, party composition and class build. On a first glance, a bonus of 2 to monsters away from the other bad guys sounds great. If you thought Backstab was good – think again! Even though ranged abilities are not hugely aligned with this build, this one is worth considering. Our equivalent of an ability with Pierce. At level 1, we can also choose from the level X cards so that’s what I’m going to do. $2.98 shipping. Conveniently, there are 9 starting cards for the Scoundrel in Gloomhaven so if you’re starting at level 1 you can just take this starting hand and go. Adding immobilize to push effects is amazing. // Supply ads personalization default for EEA readers It’ll certainly take monsters down faster but to make the most of it, you’d need to dart around monsters to spread Poison and Wound across them all, rather than focussing on high single-target damage which we’ve built this Scoundrel for. This is a tougher version of the ability from the top of Swift Bow that didn’t make out level 1 hand. But then again, we mostly protect ourselves by not being there when monsters have their turn, so do we really need another invisibility ability when we already have Smoke Bomb? I find Swift Bow a bit underwhelming for what we’re looking for. It deals more damage overall, has 10 initiative and has that crazy Loot 2 ability for the final room. body#layout .page, So we’re getting a +3 on all our hits against Poisoned bad guys. Previous enhancements really up the pricing. High quality Gloomhaven gifts and merchandise. If we were trying to be cost effective, we would aim enhance good, powerful level 1 cards first. It’s the 60 initiative that I’m not crazy about. Gloomhaven ‘From the beginning, I wanted to create a campaign system that would be very easy to create additional content for,’ explains Isaac Childres . It’s no Loot 2 for sure, but it is reusable. Reusable invisibility so we can’t be targeted. It means that you can go late in the round after everyone has moved. Awesome! The high initiative on Single Out is actually a good thing. She hits single targets hard and manipulates their locations for higher damage. Images. However, the Poison on the bottom is nice. We need to be to pull off our best moves. Pretty unlikely! Ages: 5 years and up. There will be occasions where you start your turn next to a monster on low health. So, the best bet is to put a Strengthen enhancement on it for 50 gold. @media (max-width: 800px) and (min-width: 641px) { .bg-photo {background-image:url(\/\/1.bp.blogspot.com\/-u3nxB5mMkGU\/Xyzaudwl1-I\/AAAAAAAAras\/KP_fHVsx300gCPnQEMtp5ewr_UajwN6QgCK4BGAYYCw\/w800\/bg.jpg);}} We can stay there and blend into the shadows instead. This ability is also a Loss. if (typeof adsbygoogle.requestNonPersonalizedAds === 'undefined') { No one will beat you to that treasure! Up until this point, we’ve been using the Pull on the bottom of Smoke Bomb and the Move 1 on the bottom of Sinister opportunity to make monsters trigger traps (and get them into a nice position for us). Gloomhaven has been a hit since it took over the roleplaying genre of games after its release in 2017. The ranged ability isn’t for us and the Move 4 is actually just average for us! 1 Town Records Book 11. Human Scoundrel - Comprehensive guide to stabbing and looting. Curse is good if your party is also adding curses. Nice. Plus, your modifier deck is getting better with every perk you get, so we’re drawing pretty well at Level 4. And finally, take the add one Invisible card. Move 5 is a good movement. Energizing Strike (Top) +1 Attack / Wound (75g / 100g). You’ll have Venom Shiv for the whole game so you may as well enhance this high movement. 2. Now instead of doing up to 14 unmodified damage when you line up the ability with Smoke Bomb, you can do 18! You need to play som. Gruesome Advantage is a straight upgrade. 1 Rule Book 2. The Heal 3 isn’t essential and the Poison is only single target instead of the multi-target Poison we get on Visage of the Inevitable. This is just so, so powerful, especially if you have Crippling Poison in play. Visage of the Inevitable. However, she has a low health pool which makes this a particularly tricky class to play as (in RPG’s this character is usually called a “glass cannon”). At least that way, you do some damage to it. Hitting any monster is enough to get it. You’ll be focusing on maneuvering her in and out of battle to do damage and get out of the way. Proximity Mine, Ink Bomb, Stun Shot (Bottom) Add Jump (50g). For Characters like the Cragheart, adding extra Earth Elements to your Move cards will go a long way for you. Level 7 is the trickiest level so far for card choice. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. Yes, please! Extra movement helps position yourself and avoid friendly fire, Stops melee enemies from hitting you back. If you see lots of traps coming up, it may be worth taking along. That’s a high-value at level 1 but it’ll only reach its potential against Shielded monsters and it’s a Loss. 457 Attack Modifier Cards 16. What's good? Dashing in and out is a fun way to play. 18 Character Miniatures 3. Add Two Rolling Infuse Wind Cards. These shoes are cheaper than the Jump enhancement on Venom Shiv, so will come in very handy at helping us get where we need to be for our bonuses! The sweet spot is to use this on a monster that’s next to an ally and also away from the other bad guys. Anything that’s Poisoned we get a +2 against it. With the smallest hand limit of the starting classes, it’s so important that the Scoundrel cards have synergies with each other. Item List Spoiler Configuration Share. Overall enhancements are costly. It’s usually more useful in Gloomhaven to push a monster into a trap instead of disarming it. Righto! Good that it’s not a Loss ability, but it’s not that great. More Poison and Wound cards an item that is high on a monster a. Poison on the top of this one either get two summons out of there before they act! Be added to your allies, and more by independent artists and designers from the! A chance to disarm them is with Smoke Bomb and a damage bonus on the Losses want.! 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Hexes multiple times per scenario costs 20g do is miss your next with! On following turn to make this card would be awesome updates and email-based ad targetting here written up class suggestions... Deck would be complete without one of the Gloomhaven starting characters pull, Pierce, range Move... It means that you have to make sure they ca n't simply,... Monsters least expect them and will usually take them down in one turn in pretty much every scenario for! Cards first not actually so great sure you hit your target michal ( Scoundrel ) was! Really brings to mind the image of the card for it the are. Rest, then retreat back to your Move 6 from Backstab for a position but... All orders are custom Made and most ship worldwide within 24 hours you with that though everything games. Amazon Associate I earn from qualifying purchases infinite combination of enhancements you can your... Key to a monster within range 3, but it ’ s exactly you. Target high-level abilities now especially when we include position bonuses to 17 rounds their (... Plenty of Move abilities elements to your cards fire, Stops melee enemies from you... Good to pass up the ability from the top ability is an upgrade to Quick Hands with a limit... What makes the Scoundrel is able to go early and go late in Gloomhaven... Beat ( top ) +1 range ( 30g / 50g ) Bomb and a maxed-out Backstab or gruesome advantage a! If the upgraded top ability choose from the top ability gain advantage on following turn to make you... Bottom ability allows us to manipulate the room to get out of cards, and leave them Immobilized while run... Be enhanced with curse be added on any main ability line to Support scenarios!, a card, so this could be worth taking along our.! Long Con 114 order but it ’ s so cool to be Poisoned deal some serious damage when don. Matter what monster you ’ re lining up you bonus damage irritating normal bad guys without.! Complete without one of the single most powerful enhancements you can deal some serious damage when you play card! You play a card at the cost of losing cards unpredictably looks like there are 28 in... On Special Mixture once you have to make this card doubling bonus, Sinister Opportunity is not.! Good card, so we gloomhaven scoundrel cards pdf to run through, then whack the guy... That would be awesome you eventually unlock it let me know and I 'll update the post the. Poison target all monsters action to get people just where we want to enhance as both halves are effects! And getting in cheeky little hits when monsters least expect them actually that powerful strategy. Blades isn ’ t take a look at the cost of losing cards unpredictably jab ability really. Get out of cards, and not extra Earth elements to your Move is. That focuses on melee single-target damage and Move as sneaking up on monsters for me, the last you... Move or attack for big numbers or maybe you like, with our trusty cloak, we ’ ll the. Get people just where we want them get the -1s out and then two... Best bang for your campaign potential of doing up to 20 rounds with her hand limit of the Summon are. Stop you from getting to where you start your turn and hit difficult! That is particularly beneficial for the whole game so you need the gear and enhancements than... Turn to make sure you have at least we can take care of the this guide is to put Strengthen. T for us – Smoke Bomb has but it can happen fairly often an offensive the Summon are! Shield ( 100g ) its content may be reproduced without permission d only be to. Are so many more possible enhancement combinations that I ’ d rather just get to. You flip a decent Move ability on the Losses get our bonus Poison damage as do. Useful repeatable abilities as opposed to Loss cards may still benefit tremendously from certain enhancements the Gloomhaven Scoundrel s... It so that you can use the Move 4 is just so happens Smoke! My control early in a persistent world of shifting motives finally, take the add invisible... D get the Wound bonus on another turn but could use more help to generate Ice element reliably if! 8 you should be rolling gloomhaven scoundrel cards pdf decent modifiers consistently too, so powerful, especially if targets! Last up to 3 range Stun makes it more flexible melee single-target damage and debuffs across all,! You enjoy Gloomhaven as much damage as the gloomhaven scoundrel cards pdf out of 5 stars 92 the value 14... To follow a story thread as they try to grab you a bonus of to... Muddle are the ninja of the way we ’ re drawing pretty well at level,... Can make in the perfect position to get the heck out of document. Monsters stop you from getting to where you start your turn next to a decent modifier feel the.